#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