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using System;
namespace UnityEngine.Rendering.HighDefinition
{
[Serializable]
[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
[Categorization.CategoryInfo(Name = "R: Runtime Materials", Order = 1000), HideInInspector]
class HDRenderPipelineRuntimeMaterials : IRenderPipelineResources
{
public int version => 0;
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
#region Water
[SerializeField][ResourcePath("Runtime/RenderPipelineResources/ShaderGraph/Water.shadergraph")]
private Material m_WaterMaterial;
public Material waterMaterial
{
get => m_WaterMaterial;
set => this.SetValueAndNotify(ref m_WaterMaterial, value);
}
[SerializeField][ResourcePath("Runtime/RenderPipelineResources/Material/MaterialWaterExclusion.mat")]
private Material m_WaterExclusionMaterial;
public Material waterExclusionMaterial
{
get => m_WaterExclusionMaterial;
set => this.SetValueAndNotify(ref m_WaterExclusionMaterial, value);
}
#endregion
#region Sky
[SerializeField][ResourcePath("Runtime/RenderPipelineResources/ShaderGraph/PhysicallyBasedSky.shadergraph")]
private Material m_PBRSkyMaterial;
public Material pbrSkyMaterial
{
get => m_PBRSkyMaterial;
set => this.SetValueAndNotify(ref m_PBRSkyMaterial, value);
}
#endregion
#region Area Light
[SerializeField][ResourcePath("Runtime/RenderPipelineResources/Material/AreaLightViewer.mat")]
private Material m_AreaLightMaterial; // never referenced but required by area light mesh renderer, otherwise shader is stripped
public Material areaLightMaterial
{
get => m_AreaLightMaterial;
set => this.SetValueAndNotify(ref m_AreaLightMaterial, value);
}
[SerializeField][ResourcePath("Runtime/RenderPipelineResources/Material/AreaLightCookieViewer.mat")]
private Material m_AreaLightCookieMaterial; // We also need one for the cookie because the emissive map is a keyword in our Unlit shader.
public Material areaLightCookieMaterial
{
get => m_AreaLightCookieMaterial;
set => this.SetValueAndNotify(ref m_AreaLightCookieMaterial, value);
}
#endregion
}
}