Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedHDRenderPipelineAsset.cs
2024-08-26 23:07:20 +03:00

45 lines
1.8 KiB
C#

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();
}
}
}