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- #if UNITY_EDITOR
- using UnityEditor;
- using UnityEditor.ProjectWindowCallback;
- #endif
- using System;
- namespace UnityEngine.Rendering.Universal
- {
- [Serializable]
- public class PostProcessData : ScriptableObject
- {
- #if UNITY_EDITOR
- [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
- internal class CreatePostProcessDataAsset : EndNameEditAction
- {
- public override void Action(int instanceId, string pathName, string resourceFile)
- {
- var instance = CreateInstance<PostProcessData>();
- AssetDatabase.CreateAsset(instance, pathName);
- ResourceReloader.ReloadAllNullIn(instance, UniversalRenderPipelineAsset.packagePath);
- Selection.activeObject = instance;
- }
- }
- [MenuItem("Assets/Create/Rendering/URP Post-process Data", priority = CoreUtils.Sections.section5 + CoreUtils.Priorities.assetsCreateRenderingMenuPriority)]
- static void CreatePostProcessData()
- {
- ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreatePostProcessDataAsset>(), "CustomPostProcessData.asset", null, null);
- }
- internal static PostProcessData GetDefaultPostProcessData()
- {
- var path = System.IO.Path.Combine(UniversalRenderPipelineAsset.packagePath, "Runtime/Data/PostProcessData.asset");
- return AssetDatabase.LoadAssetAtPath<PostProcessData>(path);
- }
- #endif
- [Serializable, ReloadGroup]
- public sealed class ShaderResources
- {
- [Reload("Shaders/PostProcessing/StopNaN.shader")]
- public Shader stopNanPS;
- [Reload("Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.shader")]
- public Shader subpixelMorphologicalAntialiasingPS;
- [Reload("Shaders/PostProcessing/GaussianDepthOfField.shader")]
- public Shader gaussianDepthOfFieldPS;
- [Reload("Shaders/PostProcessing/BokehDepthOfField.shader")]
- public Shader bokehDepthOfFieldPS;
- [Reload("Shaders/PostProcessing/CameraMotionBlur.shader")]
- public Shader cameraMotionBlurPS;
- [Reload("Shaders/PostProcessing/PaniniProjection.shader")]
- public Shader paniniProjectionPS;
- [Reload("Shaders/PostProcessing/LutBuilderLdr.shader")]
- public Shader lutBuilderLdrPS;
- [Reload("Shaders/PostProcessing/LutBuilderHdr.shader")]
- public Shader lutBuilderHdrPS;
- [Reload("Shaders/PostProcessing/Bloom.shader")]
- public Shader bloomPS;
- [Reload("Shaders/PostProcessing/LensFlareDataDriven.shader")]
- public Shader LensFlareDataDrivenPS;
- [Reload("Shaders/PostProcessing/ScalingSetup.shader")]
- public Shader scalingSetupPS;
- [Reload("Shaders/PostProcessing/EdgeAdaptiveSpatialUpsampling.shader")]
- public Shader easuPS;
- [Reload("Shaders/PostProcessing/UberPost.shader")]
- public Shader uberPostPS;
- [Reload("Shaders/PostProcessing/FinalPost.shader")]
- public Shader finalPostPassPS;
- }
- [Serializable, ReloadGroup]
- public sealed class TextureResources
- {
- // Pre-baked noise
- [Reload("Textures/BlueNoise16/L/LDR_LLL1_{0}.png", 0, 32)]
- public Texture2D[] blueNoise16LTex;
- // Post-processing
- [Reload(new[]
- {
- "Textures/FilmGrain/Thin01.png",
- "Textures/FilmGrain/Thin02.png",
- "Textures/FilmGrain/Medium01.png",
- "Textures/FilmGrain/Medium02.png",
- "Textures/FilmGrain/Medium03.png",
- "Textures/FilmGrain/Medium04.png",
- "Textures/FilmGrain/Medium05.png",
- "Textures/FilmGrain/Medium06.png",
- "Textures/FilmGrain/Large01.png",
- "Textures/FilmGrain/Large02.png"
- })]
- public Texture2D[] filmGrainTex;
- [Reload("Textures/SMAA/AreaTex.tga")]
- public Texture2D smaaAreaTex;
- [Reload("Textures/SMAA/SearchTex.tga")]
- public Texture2D smaaSearchTex;
- }
- public ShaderResources shaders;
- public TextureResources textures;
- }
- }
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