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Copy pathDanonRenderPipelineAsset.cs
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DanonRenderPipelineAsset.cs
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using Sirenix.OdinInspector;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.Rendering;
namespace DanonRenderPipeline {
[CreateAssetMenu(
fileName = nameof(DanonRenderPipelineAsset),
menuName = "Rendering/" + nameof(DanonRenderPipelineAsset))]
public sealed class DanonRenderPipelineAsset : RenderPipelineAsset {
private const string c_batch_settings = "Batch Settings";
[SerializeField, BoxGroup(c_batch_settings)] private bool m_useDynamicBatching;
[SerializeField, BoxGroup(c_batch_settings)] private bool m_useGPUInstancing;
[SerializeField, BoxGroup(c_batch_settings)] private bool m_useSRPBatcher;
protected override RenderPipeline CreatePipeline() {
return new DanonRenderPipelineInstance(this, m_useDynamicBatching, m_useGPUInstancing, m_useSRPBatcher);
}
#if UNITY_EDITOR
private const string c_material_path = "Assets/Plugins/DanonRenderPipeline/Materials/";
private const string c_lit_path = c_material_path + "DRP-Lit-Default.mat";
private const string c_unlit_path = c_material_path + "DRP-Unlit-Default.mat";
public override Material defaultMaterial => AssetDatabase.LoadAssetAtPath<Material>(c_lit_path);
public override Material defaultParticleMaterial => AssetDatabase.LoadAssetAtPath<Material>(c_unlit_path);
public override Material defaultLineMaterial => AssetDatabase.LoadAssetAtPath<Material>(c_unlit_path);
#endif
}
}