using UnityEditor.ShaderGraph; using UnityEngine; using static UnityEditor.Rendering.BuiltIn.ShaderUtils; using UnityEditor.Rendering.BuiltIn; using System; using UnityEditor.Rendering.Fullscreen.ShaderGraph; namespace UnityEditor.Rendering.Universal.ShaderGraph { class UniversalFullscreenSubTarget : FullscreenSubTarget, IRequiresData, IHasMetadata { static readonly GUID kSourceCodeGuid = new GUID("48080a5025a54a84087e882e2f988642"); // UniversalFullscreenSubTarget.cs // TODO public override void Setup(ref TargetSetupContext context) { base.Setup(ref context); context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); } // We don't need the save context / update materials for now public override object saveContext => null; protected override string pipelineTag => UniversalTarget.kPipelineTag; const string kURPInput = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"; protected override IncludeCollection pregraphIncludes => new IncludeCollection { { kURPInput, IncludeLocation.Pregraph }, // Include before kInstancing { kInstancing, IncludeLocation.Pregraph }, // For VR { CoreIncludes.CorePregraph }, { CoreIncludes.ShaderGraphPregraph }, }; public UniversalFullscreenSubTarget() { displayName = "Fullscreen"; } } }