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Add custom graphics settings
You can add custom graphics settings to the Edit > Project Settings > Graphics window, then use the values of the settings to customize your build.
You can change the values of settings while you're editing your project. Unity makes the values static when it builds your project, so you can't change them at runtime.
Add a setting
To add a setting, follow these steps:
- Create a class that implements the
IRenderPipelineGraphicsSettings
interface, and add a[Serializable]
attribute. This becomes a new settings group in the Graphics settings window. - To set which render pipeline the setting applies to, add a
[SupportedOnRenderPipeline]
attribute and pass in aRenderPipelineAsset
type. - Add a property. This becomes a setting.
- Implement the
version
field and set it to0
. Unity doesn't currently use theversion
field, but you must implement it.
For example, the following script adds a setting called My Value in a settings group called My Settings, in the graphics settings for the Universal Render Pipeline (URP).
using UnityEngine;
using UnityEngine.Rendering;
using System;
[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
// Create a new settings group by implementing the IRenderPipelineGraphicsSettings interface
public class MySettings : IRenderPipelineGraphicsSettings
{
// Implement the version field
public int version => 0;
// Create a new setting and set its default value to 100.
public int myValue = 100;
}
Add a reference property
Reference properties take compatible project assets or GameObjects in the scene as inputs.
To add a reference property, follow these steps:
- Create a class that implements the
IRenderPipelineResources
interface. This becomes a new settings group in the Graphics Settings window. - Add a property. This becomes a reference property.
- Implement the
version
field and set it to0
. Unity doesn't currently use theversion
field, but you must implement it.
For example, the following script adds a reference property called My Material that references a material.
using UnityEngine;
using UnityEngine.Rendering;
using System;
[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
// Create a new reference property group by implementing the IRenderPipelineResources interface
public class MySettings: IRenderPipelineResources
{
// Implement the version field
public int version => 0;
// Create a new reference property that references a material
[SerializeField] public Material myMaterial;
}
To set a default asset, use a [ResourcePath]
attribute above the reference property. For example, in the example, add the following line above public Material myMaterial
.
[ResourcePath('path-to-default-file')]
Change the name and layout of a settings group
To change the name of a settings group in the Graphics settings window, follow these steps:
- Add
using System.ComponentModel
to your script. - Add a
[Category]
attribute to your script. For example,[Category("My Category")]
.
You can also use the PropertyDrawer API to further customize the layout of custom settings.
Set which render pipeline a setting applies to
To set which render pipeline a setting applies to, use the [SupportedOnRenderPipeline]
attribute and pass in a RenderPipelineAsset
type.
For example, if your project uses the Universal Rendering Pipeline (URP) and you want your setting to appear only in the URP tab of the Graphics settings window, use the following code:
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]