using System;
namespace UnityEngine.Rendering
{
///
/// Define the RPAsset inclusion at build time, for your pipeline.
/// Default: only RPAsset in QualitySettings are embedded on build
///
[Serializable]
[SupportedOnRenderPipeline]
[Categorization.CategoryInfo(Name = "H: RP Assets Inclusion", Order = 990), HideInInspector]
public class IncludeAdditionalRPAssets : IRenderPipelineGraphicsSettings
{
enum Version
{
Initial,
Count,
Last = Count - 1
}
[SerializeField, HideInInspector]
private Version m_version = Version.Last;
int IRenderPipelineGraphicsSettings.version => (int)m_version;
[SerializeField]
private bool m_IncludeReferencedInScenes;
/// Additionaly include RPAsset referenced in Scene.
public bool includeReferencedInScenes
{
get => m_IncludeReferencedInScenes;
set => this.SetValueAndNotify(ref m_IncludeReferencedInScenes, value, nameof(m_IncludeReferencedInScenes));
}
[SerializeField]
private bool m_IncludeAssetsByLabel;
/// Additionaly include RPAsset that have a specific label.
public bool includeAssetsByLabel
{
get => m_IncludeAssetsByLabel;
set => this.SetValueAndNotify(ref m_IncludeAssetsByLabel, value, nameof(m_IncludeAssetsByLabel));
}
[SerializeField]
private string m_LabelToInclude;
/// Label to use when including RPAsset by label.
public string labelToInclude
{
get => m_LabelToInclude;
set => this.SetValueAndNotify(ref m_LabelToInclude, value, nameof(m_LabelToInclude));
}
}
}