#if SURFACE_CACHE using System; namespace UnityEngine.Rendering { [Serializable] [SupportedOnRenderPipeline] [Categorization.CategoryInfo(Name = "R: Surface Cache Core Resources", Order = 1000), HideInInspector] sealed class SurfaceCacheRenderPipelineResourceSet : IRenderPipelineResources { [SerializeField, HideInInspector] int m_Version = 2; int IRenderPipelineGraphicsSettings.version => m_Version; [ResourcePath("Runtime/Lighting/SurfaceCache/TemporalFiltering.compute")] public ComputeShader m_TemporalFilteringShader; [ResourcePath("Runtime/Lighting/SurfaceCache/SpatialFiltering.compute")] public ComputeShader m_SpatialFilteringShader; [ResourcePath("Runtime/Lighting/SurfaceCache/RestirEstimation.compute")] public ComputeShader m_RestirEstimationShader; [ResourcePath("Runtime/Lighting/SurfaceCache/RisEstimation.urtshader")] public ComputeShader m_RisEstimationComputeShader; [ResourcePath("Runtime/Lighting/SurfaceCache/RisEstimation.urtshader")] public RayTracingShader m_RisEstimationRayTracingShader; [ResourcePath("Runtime/Lighting/SurfaceCache/Scrolling.compute")] public ComputeShader m_ScrollingShader; [ResourcePath("Runtime/Lighting/SurfaceCache/Defrag.compute")] public ComputeShader m_DefragShader; [ResourcePath("Runtime/Lighting/SurfaceCache/Eviction.compute")] public ComputeShader m_EvictionShader; [ResourcePath("Runtime/Lighting/SurfaceCache/UniformEstimation.urtshader")] public ComputeShader m_UniformEstimationComputeShader; [ResourcePath("Runtime/Lighting/SurfaceCache/UniformEstimation.urtshader")] public RayTracingShader m_UniformEstimationRayTracingShader; [ResourcePath("Runtime/Lighting/SurfaceCache/RestirCandidateTemporal.urtshader")] public ComputeShader m_RestirCandidateTemporalComputeShader; [ResourcePath("Runtime/Lighting/SurfaceCache/RestirCandidateTemporal.urtshader")] public RayTracingShader m_RestirCandidateTemporalRayTracingShader; [ResourcePath("Runtime/Lighting/SurfaceCache/RestirSpatial.compute")] public ComputeShader m_RestirSpatialShader; public ComputeShader spatialFilteringShader { get => m_SpatialFilteringShader; set => this.SetValueAndNotify(ref m_SpatialFilteringShader, value, nameof(m_SpatialFilteringShader)); } public ComputeShader temporalFilteringShader { get => m_TemporalFilteringShader; set => this.SetValueAndNotify(ref m_TemporalFilteringShader, value, nameof(m_TemporalFilteringShader)); } public ComputeShader uniformEstimationComputeShader { get => m_UniformEstimationComputeShader; set => this.SetValueAndNotify(ref m_UniformEstimationComputeShader, value, nameof(m_UniformEstimationComputeShader)); } public RayTracingShader uniformEstimationRayTracingShader { get => m_UniformEstimationRayTracingShader; set => this.SetValueAndNotify(ref m_UniformEstimationRayTracingShader, value, nameof(m_UniformEstimationRayTracingShader)); } public ComputeShader restirCandidateTemporalComputeShader { get => m_RestirCandidateTemporalComputeShader; set => this.SetValueAndNotify(ref m_RestirCandidateTemporalComputeShader, value, nameof(m_RestirCandidateTemporalComputeShader)); } public RayTracingShader restirCandidateTemporalRayTracingShader { get => m_RestirCandidateTemporalRayTracingShader; set => this.SetValueAndNotify(ref m_RestirCandidateTemporalRayTracingShader, value, nameof(m_RestirCandidateTemporalRayTracingShader)); } public ComputeShader restirSpatialShader { get => m_RestirSpatialShader; set => this.SetValueAndNotify(ref m_RestirSpatialShader, value, nameof(m_RestirSpatialShader)); } public ComputeShader restirEstimationShader { get => m_RestirEstimationShader; set => this.SetValueAndNotify(ref m_RestirEstimationShader, value, nameof(m_RestirEstimationShader)); } public ComputeShader defragShader { get => m_DefragShader; set => this.SetValueAndNotify(ref m_DefragShader, value, nameof(m_DefragShader)); } public ComputeShader risEstimationComputeShader { get => m_RisEstimationComputeShader; set => this.SetValueAndNotify(ref m_RisEstimationComputeShader, value, nameof(m_RisEstimationComputeShader)); } public RayTracingShader risEstimationRayTracingShader { get => m_RisEstimationRayTracingShader; set => this.SetValueAndNotify(ref m_RisEstimationRayTracingShader, value, nameof(m_RisEstimationRayTracingShader)); } public ComputeShader scrollingShader { get => m_ScrollingShader; set => this.SetValueAndNotify(ref m_ScrollingShader, value, nameof(m_ScrollingShader)); } public ComputeShader evictionShader { get => m_EvictionShader; set => this.SetValueAndNotify(ref m_EvictionShader, value, nameof(m_EvictionShader)); } } } #endif