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72 lines
2.4 KiB
72 lines
2.4 KiB
using System;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Class that stores the Variable Rate Shading common global resources
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/// </summary>
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[Serializable]
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[SupportedOnRenderPipeline]
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[Categorization.CategoryInfo(Name = "R: VRS - Runtime Resources", Order = 1000)]
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public sealed class VrsRenderPipelineRuntimeResources : IRenderPipelineResources
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{
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/// <summary>
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/// Version of the Vrs Resources
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/// </summary>
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public int version => 0;
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bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
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[SerializeField]
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[ResourcePath("Runtime/Vrs/Shaders/VrsTexture.compute")]
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ComputeShader m_TextureComputeShader;
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/// <summary>
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/// General Vrs compute shader.
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/// </summary>
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public ComputeShader textureComputeShader
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{
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get => m_TextureComputeShader;
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set => this.SetValueAndNotify(ref m_TextureComputeShader, value, nameof(m_TextureComputeShader));
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}
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[SerializeField]
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[ResourcePath("Runtime/Vrs/Shaders/VrsVisualization.shader")]
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Shader m_VisualizationShader;
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/// <summary>
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/// Show resource shader.
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/// </summary>
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public Shader visualizationShader
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{
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get => m_VisualizationShader;
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set => this.SetValueAndNotify(ref m_VisualizationShader, value, nameof(m_VisualizationShader));
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}
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[SerializeField]
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[Tooltip("Colors to visualize the shading rates")]
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VrsLut m_VisualizationLookupTable = VrsLut.CreateDefault();
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/// <summary>
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/// Shading rate visualization lookup table.
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/// </summary>
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public VrsLut visualizationLookupTable
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{
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get => m_VisualizationLookupTable;
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set => this.SetValueAndNotify(ref m_VisualizationLookupTable, value, nameof(m_VisualizationLookupTable));
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}
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[SerializeField]
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[Tooltip("Colors to convert between shading rates and textures")]
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VrsLut m_ConversionLookupTable = VrsLut.CreateDefault();
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/// <summary>
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/// texture to/from Shading rate conversion lookup table.
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/// </summary>
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public VrsLut conversionLookupTable
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{
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get => m_ConversionLookupTable;
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set => this.SetValueAndNotify(ref m_ConversionLookupTable, value, nameof(m_ConversionLookupTable));
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}
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}
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}
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