BITFALL/Assets/Plugins/_MK/MKGlow/Scripts/Resources.cs

95 lines
3.4 KiB
C#

//////////////////////////////////////////////////////
// MK Glow Resources //
// //
// Created by Michael Kremmel //
// www.michaelkremmel.de //
// Copyright © 2021 All rights reserved. //
//////////////////////////////////////////////////////
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*
#if UNITY_EDITOR
using UnityEditor;
#endif
*/
#pragma warning disable
namespace MK.Glow
{
[System.Serializable]
/// <summary>
/// Stores runtime required resources
/// </summary>
public sealed class Resources : ScriptableObject
{
internal static void ResourcesNotAvailableWarning()
{
Debug.LogWarning("MK Glow resources asset couldn't be found. Effect will be skipped.");
}
internal static MK.Glow.Resources LoadResourcesAsset()
{
return UnityEngine.Resources.Load<MK.Glow.Resources>("MKGlowResources");
}
internal static void UnLoadResourcesAsset(MK.Glow.Resources asset)
{
UnityEngine.Resources.UnloadAsset(asset);
}
/*
#if UNITY_EDITOR
//[MenuItem("Window/MK/Glow/Create Resources Asset")]
static void CreateAsset()
{
Resources asset = ScriptableObject.CreateInstance<Resources>();
AssetDatabase.CreateAsset(asset, "Assets/_MK/MKGlow/Resources.asset");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
}
#endif
*/
[SerializeField]
private Texture2D _lensSurfaceDirtTextureDefault;
internal Texture2D lensSurfaceDirtTextureDefault { get { return _lensSurfaceDirtTextureDefault; } }
[SerializeField]
private Texture2D _lensSurfaceDiffractionTextureDefault;
internal Texture2D lensSurfaceDiffractionTextureDefault { get { return _lensSurfaceDiffractionTextureDefault; } }
[SerializeField]
private Texture2D _lensFlareColorRampDefault;
internal Texture2D lensFlareColorRampDefault { get { return _lensFlareColorRampDefault; } }
[SerializeField]
private Shader _selectiveRenderShader;
internal Shader selectiveRenderShader { get { return _selectiveRenderShader; } }
[SerializeField]
private Shader _sm20Shader;
internal Shader sm20Shader { get { return _sm20Shader; } }
[SerializeField]
private Shader _sm25Shader;
internal Shader sm25Shader { get { return _sm25Shader; } }
[SerializeField]
private Shader _sm35Shader;
internal Shader sm35Shader { get { return _sm35Shader; } }
[SerializeField]
private Shader _sm45Shader;
internal Shader sm45Shader { get { return _sm45Shader; } }
[SerializeField]
private Shader _sm40GeometryShader;
internal Shader sm40GeometryShader { get { return _sm40GeometryShader; } }
[SerializeField]
private ComputeShader _computeShader;
[SerializeField]
private ComputeShader _computeShaderGles;
internal ComputeShader computeShader { get { return SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3 ? _computeShaderGles : _computeShader; } }
}
}