456 lines
24 KiB
C#

using System;
using System.Reflection;
using System.Collections.Generic;
namespace UnityEngine.Rendering.HighDefinition
{
[HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "HDRP-Asset" + Documentation.endURL)]
partial class RenderPipelineResources : ScriptableObject
{
[Serializable, ReloadGroup]
public sealed class ShaderResources
{
// Defaults
[Reload("Runtime/Material/Lit/Lit.shader")]
public Shader defaultPS;
// Debug
[Reload("Runtime/Debug/DebugDisplayLatlong.Shader")]
public Shader debugDisplayLatlongPS;
[Reload("Runtime/Debug/DebugViewMaterialGBuffer.Shader")]
public Shader debugViewMaterialGBufferPS;
[Reload("Runtime/Debug/DebugViewTiles.Shader")]
public Shader debugViewTilesPS;
[Reload("Runtime/Debug/DebugFullScreen.Shader")]
public Shader debugFullScreenPS;
[Reload("Runtime/Debug/DebugColorPicker.Shader")]
public Shader debugColorPickerPS;
[Reload("Runtime/Debug/DebugExposure.Shader")]
public Shader debugExposurePS;
[Reload("Runtime/Debug/DebugLightVolumes.Shader")]
public Shader debugLightVolumePS;
[Reload("Runtime/Debug/DebugLightVolumes.compute")]
public ComputeShader debugLightVolumeCS;
[Reload("Runtime/Debug/DebugBlitQuad.Shader")]
public Shader debugBlitQuad;
[Reload("Runtime/Debug/DebugVTBlit.Shader")]
public Shader debugViewVirtualTexturingBlit;
[Reload("Runtime/Debug/MaterialError.Shader")]
public Shader materialError;
// Lighting
[Reload("Runtime/Lighting/Deferred.Shader")]
public Shader deferredPS;
[Reload("Runtime/RenderPipeline/RenderPass/ColorPyramidPS.Shader")]
public Shader colorPyramidPS;
[Reload("Runtime/RenderPipeline/RenderPass/DepthPyramid.compute")]
public ComputeShader depthPyramidCS;
[Reload("Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute")]
public ComputeShader maxZCS;
[Reload("Runtime/Core/CoreResources/GPUCopy.compute")]
public ComputeShader copyChannelCS;
[Reload("Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute")]
public ComputeShader screenSpaceReflectionsCS;
[Reload("Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader")]
public Shader applyDistortionPS;
// Lighting tile pass
[Reload("Runtime/Lighting/LightLoop/cleardispatchindirect.compute")]
public ComputeShader clearDispatchIndirectCS;
[Reload("Runtime/Lighting/LightLoop/ClearLightLists.compute")]
public ComputeShader clearLightListsCS;
[Reload("Runtime/Lighting/LightLoop/builddispatchindirect.compute")]
public ComputeShader buildDispatchIndirectCS;
[Reload("Runtime/Lighting/LightLoop/scrbound.compute")]
public ComputeShader buildScreenAABBCS;
[Reload("Runtime/Lighting/LightLoop/lightlistbuild.compute")]
public ComputeShader buildPerTileLightListCS; // FPTL
[Reload("Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute")]
public ComputeShader buildPerBigTileLightListCS;
[Reload("Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute")]
public ComputeShader buildPerVoxelLightListCS; // clustered
[Reload("Runtime/Lighting/LightLoop/lightlistbuild-clearatomic.compute")]
public ComputeShader lightListClusterClearAtomicIndexCS;
[Reload("Runtime/Lighting/LightLoop/materialflags.compute")]
public ComputeShader buildMaterialFlagsCS;
[Reload("Runtime/Lighting/LightLoop/Deferred.compute")]
public ComputeShader deferredCS;
[Reload("Runtime/Lighting/Shadow/ContactShadows.compute")]
public ComputeShader contactShadowCS;
[Reload("Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute")]
public ComputeShader volumeVoxelizationCS;
[Reload("Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute")]
public ComputeShader volumetricLightingCS;
[Reload("Runtime/Lighting/VolumetricLighting/VolumetricLightingFiltering.compute")]
public ComputeShader volumetricLightingFilteringCS;
[Reload("Runtime/Lighting/LightLoop/DeferredTile.shader")]
public Shader deferredTilePS;
[Reload("Runtime/Lighting/Shadow/ScreenSpaceShadows.shader")]
public Shader screenSpaceShadowPS;
[Reload("Runtime/Lighting/ProbeVolume/ProbeVolumeAtlasBlit.compute")]
public ComputeShader probeVolumeAtlasBlitCS;
[Reload("Runtime/Lighting/ProbeVolume/ProbeVolumeAtlasOctahedralDepthBlit.compute")]
public ComputeShader probeVolumeAtlasOctahedralDepthBlitCS;
[Reload("Runtime/Lighting/ProbeVolume/ProbeVolumeAtlasOctahedralDepthConvolve.compute")]
public ComputeShader probeVolumeAtlasOctahedralDepthConvolveCS;
[Reload("Runtime/Lighting/ProbeVolume/DebugDisplayProbeVolume.shader")]
public Shader debugDisplayProbeVolumePS;
[Reload("Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute")]
public ComputeShader subsurfaceScatteringCS; // Disney SSS
[Reload("Runtime/Material/SubsurfaceScattering/CombineLighting.shader")]
public Shader combineLightingPS;
// General
[Reload("Runtime/RenderPipeline/RenderPass/MotionVectors/CameraMotionVectors.shader")]
public Shader cameraMotionVectorsPS;
[Reload("Runtime/ShaderLibrary/ClearStencilBuffer.shader")]
public Shader clearStencilBufferPS;
[Reload("Runtime/ShaderLibrary/CopyStencilBuffer.shader")]
public Shader copyStencilBufferPS;
[Reload("Runtime/ShaderLibrary/CopyDepthBuffer.shader")]
public Shader copyDepthBufferPS;
[Reload("Runtime/ShaderLibrary/Blit.shader")]
public Shader blitPS;
[Reload("Runtime/ShaderLibrary/BlitColorAndDepth.shader")]
public Shader blitColorAndDepthPS;
[Reload("Runtime/ShaderLibrary/DownsampleDepth.shader")]
public Shader downsampleDepthPS;
[Reload("Runtime/ShaderLibrary/UpsampleTransparent.shader")]
public Shader upsampleTransparentPS;
[Reload("Runtime/ShaderLibrary/ResolveStencilBuffer.compute")]
public ComputeShader resolveStencilCS;
// Sky
[Reload("Runtime/Sky/BlitCubemap.shader")]
public Shader blitCubemapPS;
[Reload("Runtime/Material/GGXConvolution/BuildProbabilityTables.compute")]
public ComputeShader buildProbabilityTablesCS;
[Reload("Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute")]
public ComputeShader computeGgxIblSampleDataCS;
[Reload("Runtime/Material/GGXConvolution/GGXConvolve.shader")]
public Shader GGXConvolvePS;
[Reload("Runtime/Material/Fabric/CharlieConvolve.shader")]
public Shader charlieConvolvePS;
[Reload("Runtime/Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader")]
public Shader opaqueAtmosphericScatteringPS;
[Reload("Runtime/Sky/HDRISky/HDRISky.shader")]
public Shader hdriSkyPS;
[Reload("Runtime/Sky/HDRISky/IntegrateHDRISky.shader")]
public Shader integrateHdriSkyPS;
[Reload("Skybox/Cubemap", ReloadAttribute.Package.Builtin)]
public Shader skyboxCubemapPS;
[Reload("Runtime/Sky/GradientSky/GradientSky.shader")]
public Shader gradientSkyPS;
[Reload("Runtime/Sky/AmbientProbeConvolution.compute")]
public ComputeShader ambientProbeConvolutionCS;
[Reload("Runtime/Sky/PhysicallyBasedSky/GroundIrradiancePrecomputation.compute")]
public ComputeShader groundIrradiancePrecomputationCS;
[Reload("Runtime/Sky/PhysicallyBasedSky/InScatteredRadiancePrecomputation.compute")]
public ComputeShader inScatteredRadiancePrecomputationCS;
[Reload("Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader")]
public Shader physicallyBasedSkyPS;
[Reload("Runtime/Lighting/PlanarReflectionFiltering.compute")]
public ComputeShader planarReflectionFilteringCS;
// Material
[Reload("Runtime/Material/PreIntegratedFGD/PreIntegratedFGD_GGXDisneyDiffuse.shader")]
public Shader preIntegratedFGD_GGXDisneyDiffusePS;
[Reload("Runtime/Material/PreIntegratedFGD/PreIntegratedFGD_CharlieFabricLambert.shader")]
public Shader preIntegratedFGD_CharlieFabricLambertPS;
[Reload("Runtime/Material/AxF/PreIntegratedFGD_Ward.shader")]
public Shader preIntegratedFGD_WardPS;
[Reload("Runtime/Material/AxF/PreIntegratedFGD_CookTorrance.shader")]
public Shader preIntegratedFGD_CookTorrancePS;
// Utilities / Core
[Reload("Runtime/Core/CoreResources/EncodeBC6H.compute")]
public ComputeShader encodeBC6HCS;
[Reload("Runtime/Core/CoreResources/CubeToPano.shader")]
public Shader cubeToPanoPS;
[Reload("Runtime/Core/CoreResources/BlitCubeTextureFace.shader")]
public Shader blitCubeTextureFacePS;
[Reload("Runtime/Material/LTCAreaLight/FilterAreaLightCookies.shader")]
public Shader filterAreaLightCookiesPS;
[Reload("Runtime/Core/CoreResources/ClearUIntTextureArray.compute")]
public ComputeShader clearUIntTextureCS;
[Reload("Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.shader")]
public Shader customPassUtils;
[Reload("Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader")]
public Shader customPassRenderersUtils;
// XR
[Reload("Runtime/ShaderLibrary/XRMirrorView.shader")]
public Shader xrMirrorViewPS;
[Reload("Runtime/ShaderLibrary/XROcclusionMesh.shader")]
public Shader xrOcclusionMeshPS;
// Shadow
[Reload("Runtime/Lighting/Shadow/ShadowClear.shader")]
public Shader shadowClearPS;
[Reload("Runtime/Lighting/Shadow/EVSMBlur.compute")]
public ComputeShader evsmBlurCS;
[Reload("Runtime/Lighting/Shadow/DebugDisplayHDShadowMap.shader")]
public Shader debugHDShadowMapPS;
[Reload("Runtime/Lighting/Shadow/MomentShadows.compute")]
public ComputeShader momentShadowsCS;
[Reload("Runtime/Lighting/Shadow/ShadowBlit.shader")]
public Shader shadowBlitPS;
// Decal
[Reload("Runtime/Material/Decal/DecalNormalBuffer.shader")]
public Shader decalNormalBufferPS;
// Ambient occlusion
[Reload("Runtime/Lighting/ScreenSpaceLighting/GTAO.compute")]
public ComputeShader GTAOCS;
[Reload("Runtime/Lighting/ScreenSpaceLighting/GTAOSpatialDenoise.compute")]
public ComputeShader GTAOSpatialDenoiseCS;
[Reload("Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute")]
public ComputeShader GTAOTemporalDenoiseCS;
[Reload("Runtime/Lighting/ScreenSpaceLighting/GTAOCopyHistory.compute")]
public ComputeShader GTAOCopyHistoryCS;
[Reload("Runtime/Lighting/ScreenSpaceLighting/GTAOBlurAndUpsample.compute")]
public ComputeShader GTAOBlurAndUpsample;
[Reload("Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute")]
public ComputeShader screenSpaceGlobalIlluminationCS;
// MSAA Shaders
[Reload("Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader")]
public Shader depthValuesPS;
[Reload("Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader")]
public Shader colorResolvePS;
[Reload("Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader")]
public Shader resolveMotionVecPS;
// Post-processing
[Reload("Runtime/PostProcessing/Shaders/AlphaCopy.compute")]
public ComputeShader copyAlphaCS;
[Reload("Runtime/PostProcessing/Shaders/NaNKiller.compute")]
public ComputeShader nanKillerCS;
[Reload("Runtime/PostProcessing/Shaders/Exposure.compute")]
public ComputeShader exposureCS;
[Reload("Runtime/PostProcessing/Shaders/HistogramExposure.compute")]
public ComputeShader histogramExposureCS;
[Reload("Runtime/PostProcessing/Shaders/ApplyExposure.compute")]
public ComputeShader applyExposureCS;
[Reload("Runtime/PostProcessing/Shaders/DebugHistogramImage.compute")]
public ComputeShader debugImageHistogramCS;
[Reload("Runtime/PostProcessing/Shaders/UberPost.compute")]
public ComputeShader uberPostCS;
[Reload("Runtime/PostProcessing/Shaders/LutBuilder3D.compute")]
public ComputeShader lutBuilder3DCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldKernel.compute")]
public ComputeShader depthOfFieldKernelCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldCoC.compute")]
public ComputeShader depthOfFieldCoCCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute")]
public ComputeShader depthOfFieldCoCReprojectCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldCoCDilate.compute")]
public ComputeShader depthOfFieldDilateCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldMip.compute")]
public ComputeShader depthOfFieldMipCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldMipSafe.compute")]
public ComputeShader depthOfFieldMipSafeCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldPrefilter.compute")]
public ComputeShader depthOfFieldPrefilterCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute")]
public ComputeShader depthOfFieldTileMaxCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldGather.compute")]
public ComputeShader depthOfFieldGatherCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldCombine.compute")]
public ComputeShader depthOfFieldCombineCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldPreCombineFar.compute")]
public ComputeShader depthOfFieldPreCombineFarCS;
[Reload("Runtime/PostProcessing/Shaders/DepthOfFieldClearIndirectArgs.compute")]
public ComputeShader depthOfFieldClearIndirectArgsCS;
[Reload("Runtime/PostProcessing/Shaders/PaniniProjection.compute")]
public ComputeShader paniniProjectionCS;
[Reload("Runtime/PostProcessing/Shaders/MotionBlurMotionVecPrep.compute")]
public ComputeShader motionBlurMotionVecPrepCS;
[Reload("Runtime/PostProcessing/Shaders/MotionBlurGenTilePass.compute")]
public ComputeShader motionBlurGenTileCS;
[Reload("Runtime/PostProcessing/Shaders/MotionBlurMergeTilePass.compute")]
public ComputeShader motionBlurMergeTileCS;
[Reload("Runtime/PostProcessing/Shaders/MotionBlurNeighborhoodTilePass.compute")]
public ComputeShader motionBlurNeighborhoodTileCS;
[Reload("Runtime/PostProcessing/Shaders/MotionBlur.compute")]
public ComputeShader motionBlurCS;
[Reload("Runtime/PostProcessing/Shaders/BloomPrefilter.compute")]
public ComputeShader bloomPrefilterCS;
[Reload("Runtime/PostProcessing/Shaders/BloomBlur.compute")]
public ComputeShader bloomBlurCS;
[Reload("Runtime/PostProcessing/Shaders/BloomUpsample.compute")]
public ComputeShader bloomUpsampleCS;
[Reload("Runtime/PostProcessing/Shaders/FXAA.compute")]
public ComputeShader FXAACS;
[Reload("Runtime/PostProcessing/Shaders/FinalPass.shader")]
public Shader finalPassPS;
[Reload("Runtime/PostProcessing/Shaders/ClearBlack.shader")]
public Shader clearBlackPS;
[Reload("Runtime/PostProcessing/Shaders/SubpixelMorphologicalAntialiasing.shader")]
public Shader SMAAPS;
[Reload("Runtime/PostProcessing/Shaders/TemporalAntialiasing.shader")]
public Shader temporalAntialiasingPS;
// Physicaly based DoF
[Reload("Runtime/PostProcessing/Shaders/DoFCircleOfConfusion.compute")]
public ComputeShader dofCircleOfConfusion;
[Reload("Runtime/PostProcessing/Shaders/DoFGather.compute")]
public ComputeShader dofGatherCS;
[Reload("Runtime/PostProcessing/Shaders/DoFCoCMinMax.compute")]
public ComputeShader dofCoCMinMaxCS;
[Reload("Runtime/PostProcessing/Shaders/DoFMinMaxDilate.compute")]
public ComputeShader dofMinMaxDilateCS;
[Reload("Runtime/PostProcessing/Shaders/ContrastAdaptiveSharpen.compute")]
public ComputeShader contrastAdaptiveSharpenCS;
[Reload("Runtime/VirtualTexturing/Shaders/DownsampleVTFeedback.compute")]
public ComputeShader VTFeedbackDownsample;
// Accumulation
[Reload("Runtime/RenderPipeline/Accumulation/Shaders/Accumulation.compute")]
public ComputeShader accumulationCS;
// Compositor
[Reload("Runtime/Compositor/Shaders/AlphaInjection.shader")]
public Shader alphaInjectionPS;
[Reload("Runtime/Compositor/Shaders/ChromaKeying.shader")]
public Shader chromaKeyingPS;
[Reload("Runtime/Compositor/Shaders/CustomClear.shader")]
public Shader customClearPS;
// Denoising
[Reload("Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute")]
public ComputeShader ssGIDenoiserCS;
[Reload("Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.compute")]
public ComputeShader bilateralUpsampleCS;
// Iterator to retrieve all compute shaders in reflection so we don't have to keep a list of
// used compute shaders up to date (prefer editor-only usage)
public IEnumerable<ComputeShader> GetAllComputeShaders()
{
var fields = typeof(ShaderResources).GetFields(BindingFlags.Public | BindingFlags.Instance);
foreach (var field in fields)
{
if (field.GetValue(this) is ComputeShader computeShader)
yield return computeShader;
}
}
}
[Serializable, ReloadGroup]
public sealed class MaterialResources
{
}
[Serializable, ReloadGroup]
public sealed class TextureResources
{
// Debug
[Reload("Runtime/RenderPipelineResources/Texture/DebugFont.tga")]
public Texture2D debugFontTex;
[Reload("Runtime/Debug/ColorGradient.png")]
public Texture2D colorGradient;
[Reload("Runtime/RenderPipelineResources/Texture/Matcap/DefaultMatcap.png")]
public Texture2D matcapTex;
// Pre-baked noise
[Reload("Runtime/RenderPipelineResources/Texture/BlueNoise16/L/LDR_LLL1_{0}.png", 0, 32)]
public Texture2D[] blueNoise16LTex;
[Reload("Runtime/RenderPipelineResources/Texture/BlueNoise16/RGB/LDR_RGB1_{0}.png", 0, 32)]
public Texture2D[] blueNoise16RGBTex;
[Reload("Runtime/RenderPipelineResources/Texture/CoherentNoise/OwenScrambledNoise4.png")]
public Texture2D owenScrambledRGBATex;
[Reload("Runtime/RenderPipelineResources/Texture/CoherentNoise/OwenScrambledNoise256.png")]
public Texture2D owenScrambled256Tex;
[Reload("Runtime/RenderPipelineResources/Texture/CoherentNoise/ScrambleNoise.png")]
public Texture2D scramblingTex;
[Reload("Runtime/RenderPipelineResources/Texture/CoherentNoise/RankingTile1SPP.png")]
public Texture2D rankingTile1SPP;
[Reload("Runtime/RenderPipelineResources/Texture/CoherentNoise/ScramblingTile1SPP.png")]
public Texture2D scramblingTile1SPP;
[Reload("Runtime/RenderPipelineResources/Texture/CoherentNoise/RankingTile8SPP.png")]
public Texture2D rankingTile8SPP;
[Reload("Runtime/RenderPipelineResources/Texture/CoherentNoise/ScramblingTile8SPP.png")]
public Texture2D scramblingTile8SPP;
[Reload("Runtime/RenderPipelineResources/Texture/CoherentNoise/RankingTile256SPP.png")]
public Texture2D rankingTile256SPP;
[Reload("Runtime/RenderPipelineResources/Texture/CoherentNoise/ScramblingTile256SPP.png")]
public Texture2D scramblingTile256SPP;
// Post-processing
[Reload(new[]
{
"Runtime/RenderPipelineResources/Texture/FilmGrain/Thin01.png",
"Runtime/RenderPipelineResources/Texture/FilmGrain/Thin02.png",
"Runtime/RenderPipelineResources/Texture/FilmGrain/Medium01.png",
"Runtime/RenderPipelineResources/Texture/FilmGrain/Medium02.png",
"Runtime/RenderPipelineResources/Texture/FilmGrain/Medium03.png",
"Runtime/RenderPipelineResources/Texture/FilmGrain/Medium04.png",
"Runtime/RenderPipelineResources/Texture/FilmGrain/Medium05.png",
"Runtime/RenderPipelineResources/Texture/FilmGrain/Medium06.png",
"Runtime/RenderPipelineResources/Texture/FilmGrain/Large01.png",
"Runtime/RenderPipelineResources/Texture/FilmGrain/Large02.png"
})]
public Texture2D[] filmGrainTex;
[Reload("Runtime/RenderPipelineResources/Texture/SMAA/SearchTex.tga")]
public Texture2D SMAASearchTex;
[Reload("Runtime/RenderPipelineResources/Texture/SMAA/AreaTex.tga")]
public Texture2D SMAAAreaTex;
[Reload("Runtime/RenderPipelineResources/Texture/DefaultHDRISky.exr")]
public Cubemap defaultHDRISky;
}
[Serializable, ReloadGroup]
public sealed class ShaderGraphResources
{
}
[Serializable, ReloadGroup]
public sealed class AssetResources
{
[Reload("Runtime/RenderPipelineResources/defaultDiffusionProfile.asset")]
public DiffusionProfileSettings defaultDiffusionProfile;
//Area Light Emissive Meshes
[Reload("Runtime/RenderPipelineResources/Mesh/Cylinder.fbx")]
public Mesh emissiveCylinderMesh;
[Reload("Runtime/RenderPipelineResources/Mesh/Quad.fbx")]
public Mesh emissiveQuadMesh;
}
public ShaderResources shaders;
public MaterialResources materials;
public TextureResources textures;
public ShaderGraphResources shaderGraphs;
public AssetResources assets;
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(RenderPipelineResources))]
class RenderPipelineResourcesEditor : 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"))
{
foreach (var field in typeof(RenderPipelineResources).GetFields())
field.SetValue(target, null);
ResourceReloader.ReloadAllNullIn(target, HDUtils.GetHDRenderPipelinePath());
}
}
}
#endif
}