using System; #if UNITY_EDITOR using UnityEditor; using UnityEditor.Build; #endif namespace UnityEngine.Rendering.Universal { /// /// A graphics settings container for settings related to Render Graph for . /// /// /// To change those settings, go to Editor > Project Settings in the Graphics tab (URP). /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. /// /// /// /// This example demonstrates how to determine whether your project uses RenderGraph in URP. /// /// using UnityEngine.Rendering; /// using UnityEngine.Rendering.Universal; /// /// public static class URPRenderGraphHelper /// { /// public static bool enabled /// { /// get /// { /// var gs = GraphicsSettings.GetRenderPipelineSettings<RenderGraphSettings>(); /// if (gs == null) //not in URP /// return false; /// return !gs.enableRenderCompatibilityMode; /// } /// } /// } /// /// [Serializable] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "Render Graph", Order = 50)] [Categorization.ElementInfo(Order = -10)] [Obsolete("These settings are not used. #from(6000.4)", false)] public class RenderGraphSettings : IRenderPipelineGraphicsSettings { #region Version internal enum Version : int { Initial = 0, } [SerializeField][HideInInspector] private Version m_Version; /// Current version of the settings container. Used only for upgrading a project. public int version => (int)m_Version; #endregion bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => false; #region Data Accessors /// /// When enabled, Universal Rendering Pipeline will not use Render Graph API to construct and execute the frame. /// [Obsolete("This property is not used. #from(6000.4)", false)] public bool enableRenderCompatibilityMode => false; #endregion } }