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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/Universal Render Pipeline/Post-process Data", priority = CoreUtils.assetCreateMenuPriority3)]
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/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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using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Rendering.Universal
{
[System.Serializable]
[MovedFrom("UnityEngine.Rendering.LWRP")] public class StencilStateData
{
public bool overrideStencilState = false;
public int stencilReference = 0;
public CompareFunction stencilCompareFunction = CompareFunction.Always;
public StencilOp passOperation = StencilOp.Keep;
public StencilOp failOperation = StencilOp.Keep;
public StencilOp zFailOperation = StencilOp.Keep;
}
}

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using System;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Rendering.LWRP
{
[Obsolete("LWRP -> Universal (UnityUpgradable) -> UnityEngine.Rendering.Universal.UniversalRenderPipelineEditorResources", true)]
public class LightweightRenderPipelineEditorResources
{
}
}
namespace UnityEngine.Rendering.Universal
{
[MovedFrom("UnityEngine.Rendering.LWRP")] public class UniversalRenderPipelineEditorResources : ScriptableObject
{
[Serializable, ReloadGroup]
public sealed class ShaderResources
{
[Reload("Shaders/Autodesk Interactive/Autodesk Interactive.shadergraph")]
public Shader autodeskInteractivePS;
[Reload("Shaders/Autodesk Interactive/Autodesk Interactive Transparent.shadergraph")]
public Shader autodeskInteractiveTransparentPS;
[Reload("Shaders/Autodesk Interactive/Autodesk Interactive Masked.shadergraph")]
public Shader autodeskInteractiveMaskedPS;
[Reload("Shaders/Terrain/TerrainDetailLit.shader")]
public Shader terrainDetailLitPS;
[Reload("Shaders/Terrain/WavingGrass.shader")]
public Shader terrainDetailGrassPS;
[Reload("Shaders/Terrain/WavingGrassBillboard.shader")]
public Shader terrainDetailGrassBillboardPS;
[Reload("Shaders/Nature/SpeedTree7.shader")]
public Shader defaultSpeedTree7PS;
[Reload("Shaders/Nature/SpeedTree8.shader")]
public Shader defaultSpeedTree8PS;
}
[Serializable, ReloadGroup]
public sealed class MaterialResources
{
[Reload("Runtime/Materials/Lit.mat")]
public Material lit;
[Reload("Runtime/Materials/ParticlesLit.mat")]
public Material particleLit;
[Reload("Runtime/Materials/TerrainLit.mat")]
public Material terrainLit;
}
public ShaderResources shaders;
public MaterialResources materials;
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(UniversalRenderPipelineEditorResources), true)]
class UniversalRenderPipelineEditorResourcesEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
// Add a "Reload All" button in inspector when we are in developer's mode
if (UnityEditor.EditorPrefs.GetBool("DeveloperMode") && GUILayout.Button("Reload All"))
{
var resources = target as UniversalRenderPipelineEditorResources;
resources.materials = null;
resources.shaders = null;
ResourceReloader.ReloadAllNullIn(target, UniversalRenderPipelineAsset.packagePath);
}
}
}
#endif
}

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#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
#endif
using System;
namespace UnityEngine.Rendering.Universal
{
[Serializable]
public class XRSystemData : ScriptableObject
{
#if UNITY_EDITOR
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
internal class CreateXRSystemDataAsset : EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
var instance = CreateInstance<XRSystemData>();
AssetDatabase.CreateAsset(instance, pathName);
ResourceReloader.ReloadAllNullIn(instance, UniversalRenderPipelineAsset.packagePath);
Selection.activeObject = instance;
}
}
[MenuItem("Assets/Create/Rendering/Universal Render Pipeline/XR System Data", priority = CoreUtils.assetCreateMenuPriority3)]
static void CreateXRSystemData()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateXRSystemDataAsset>(), "CustomXRSystemData.asset", null, null);
}
#endif
[Serializable, ReloadGroup]
public sealed class ShaderResources
{
[Reload("Shaders/XR/XROcclusionMesh.shader")]
public Shader xrOcclusionMeshPS;
[Reload("Shaders/XR/XRMirrorView.shader")]
public Shader xrMirrorViewPS;
}
public ShaderResources shaders;
}
}