Hello, i am creating a renderer feature and using the SSAO feature as a reference for my implementation. I have seen they use IRenderPipelineResources for the shader and blue noise textures.
My implementation of this is below, i have used the absolute path for now so the Code folder is located under assets.
[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
internal class BloomPersistentResources : IRenderPipelineResources
{
[SerializeField, ResourcePath("Code/Shaders/PostProcessing/Bloom.shader")]
private Shader m_Shader = default;
public Shader Shader
{
get => m_Shader;
set => this.SetValueAndNotify(ref m_Shader, value);
}
[SerializeField, HideInInspector]
private int m_Version = 0;
public int version => m_Version;
}