testss
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.ProjectWindowCallback;
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#endif
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using System;
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namespace UnityEngine.Rendering.Universal
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{
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[Serializable]
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public class PostProcessData : ScriptableObject
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{
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#if UNITY_EDITOR
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
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internal class CreatePostProcessDataAsset : EndNameEditAction
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{
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public override void Action(int instanceId, string pathName, string resourceFile)
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{
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var instance = CreateInstance<PostProcessData>();
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AssetDatabase.CreateAsset(instance, pathName);
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ResourceReloader.ReloadAllNullIn(instance, UniversalRenderPipelineAsset.packagePath);
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Selection.activeObject = instance;
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}
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}
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[MenuItem("Assets/Create/Rendering/Universal Render Pipeline/Post-process Data", priority = CoreUtils.assetCreateMenuPriority3)]
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static void CreatePostProcessData()
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{
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreatePostProcessDataAsset>(), "CustomPostProcessData.asset", null, null);
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}
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internal static PostProcessData GetDefaultPostProcessData()
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{
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var path = System.IO.Path.Combine(UniversalRenderPipelineAsset.packagePath, "Runtime/Data/PostProcessData.asset");
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return AssetDatabase.LoadAssetAtPath<PostProcessData>(path);
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}
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#endif
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[Serializable, ReloadGroup]
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public sealed class ShaderResources
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{
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[Reload("Shaders/PostProcessing/StopNaN.shader")]
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public Shader stopNanPS;
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[Reload("Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.shader")]
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public Shader subpixelMorphologicalAntialiasingPS;
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[Reload("Shaders/PostProcessing/GaussianDepthOfField.shader")]
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public Shader gaussianDepthOfFieldPS;
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[Reload("Shaders/PostProcessing/BokehDepthOfField.shader")]
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public Shader bokehDepthOfFieldPS;
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[Reload("Shaders/PostProcessing/CameraMotionBlur.shader")]
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public Shader cameraMotionBlurPS;
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[Reload("Shaders/PostProcessing/PaniniProjection.shader")]
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public Shader paniniProjectionPS;
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[Reload("Shaders/PostProcessing/LutBuilderLdr.shader")]
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public Shader lutBuilderLdrPS;
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[Reload("Shaders/PostProcessing/LutBuilderHdr.shader")]
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public Shader lutBuilderHdrPS;
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[Reload("Shaders/PostProcessing/Bloom.shader")]
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public Shader bloomPS;
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[Reload("Shaders/PostProcessing/UberPost.shader")]
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public Shader uberPostPS;
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[Reload("Shaders/PostProcessing/FinalPost.shader")]
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public Shader finalPostPassPS;
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}
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[Serializable, ReloadGroup]
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public sealed class TextureResources
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{
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// Pre-baked noise
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[Reload("Textures/BlueNoise16/L/LDR_LLL1_{0}.png", 0, 32)]
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public Texture2D[] blueNoise16LTex;
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// Post-processing
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[Reload(new[]
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{
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"Textures/FilmGrain/Thin01.png",
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"Textures/FilmGrain/Thin02.png",
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"Textures/FilmGrain/Medium01.png",
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"Textures/FilmGrain/Medium02.png",
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"Textures/FilmGrain/Medium03.png",
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"Textures/FilmGrain/Medium04.png",
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"Textures/FilmGrain/Medium05.png",
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"Textures/FilmGrain/Medium06.png",
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"Textures/FilmGrain/Large01.png",
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"Textures/FilmGrain/Large02.png"
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})]
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public Texture2D[] filmGrainTex;
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[Reload("Textures/SMAA/AreaTex.tga")]
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public Texture2D smaaAreaTex;
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[Reload("Textures/SMAA/SearchTex.tga")]
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public Texture2D smaaSearchTex;
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}
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public ShaderResources shaders;
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public TextureResources textures;
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}
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}
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