using UnityEngine; namespace StylizedWater2.UnderwaterRendering { //[CreateAssetMenu(fileName = "UnderwaterResources", menuName = "UnderwaterResources", order = 0)] /// /// Shared resources, ensures they're included in a build when the render feature is in use /// public class UnderwaterResources : ScriptableObject { [Header("Shaders")] public Shader underwaterShader; public Shader waterlineShader; public Shader watermaskShader; public Shader postProcessShader; public Shader distortionShader; [Header("Textures")] public Texture2D distortionNoise; [Header("Meshes")] [Tooltip("Used for the world-space distortion mode")] public Mesh geoSphere; private const string mainGUID = "4eff212383c9f5945ae947b357c76582"; public static UnderwaterResources Find() { #if UNITY_EDITOR string path = UnityEditor.AssetDatabase.GUIDToAssetPath(mainGUID); if (path == string.Empty) { Debug.LogError("The UnderwaterResources asset could not be found with the GUID " + mainGUID + ". Was it not imported? Meta file deleted?"); return null; } UnderwaterResources r = UnityEditor.AssetDatabase.LoadAssetAtPath(path, typeof(UnderwaterResources)) as UnderwaterResources; return r; #else return null; #endif } } }