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using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.HighDefinition
{
class RenderPipelineMaterial : Object
{
// GBuffer management
public virtual bool IsDefferedMaterial() { return false; }
// Regular interface
public virtual void Build(HDRenderPipeline renderPipeline) { }
// Optionally build resources offline (in editor).
public virtual void BuildOffline(ref List<RenderTexture> resourceList) { }
public virtual void Cleanup() { }
// Following function can be use to initialize GPU resource (once or each frame) and bind them
public virtual void RenderInit(CommandBuffer cmd) { }
public virtual void Bind(CommandBuffer cmd) { }
}
}