using UnityEditor.Rendering; using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition { class SerializedHDRenderPipelineAsset { public SerializedObject serializedObject; public SerializedProperty defaultMaterialQualityLevel; public SerializedProperty volumeProfile; public SerializedProperty availableMaterialQualityLevels; public SerializedProperty allowShaderVariantStripping; public SerializedProperty enableSRPBatcher; public SerializedRenderPipelineSettings renderPipelineSettings; public SerializedVirtualTexturingSettings virtualTexturingSettings; public SerializedHDRenderPipelineAsset(SerializedObject serializedObject) { this.serializedObject = serializedObject; defaultMaterialQualityLevel = serializedObject.FindProperty("m_DefaultMaterialQualityLevel"); volumeProfile = serializedObject.FindProperty("m_VolumeProfile"); availableMaterialQualityLevels = serializedObject.Find((HDRenderPipelineAsset s) => s.availableMaterialQualityLevels); allowShaderVariantStripping = serializedObject.Find((HDRenderPipelineAsset s) => s.allowShaderVariantStripping); enableSRPBatcher = serializedObject.Find((HDRenderPipelineAsset s) => s.enableSRPBatcher); renderPipelineSettings = new SerializedRenderPipelineSettings(serializedObject.FindProperty("m_RenderPipelineSettings")); virtualTexturingSettings = new SerializedVirtualTexturingSettings(serializedObject.FindProperty("virtualTexturingSettings")); } public void Update() { serializedObject.Update(); } public void Apply() { serializedObject.ApplyModifiedProperties(); } } }