KitchenChaos/Library/PackageCache/com.unity.render-pipelines..../Runtime/UniversalRenderPipelineGlob...

60 lines
3.1 KiB
C#

using System;
namespace UnityEngine.Rendering.Universal
{
partial class UniversalRenderPipelineGlobalSettings : IShaderVariantSettings
{
[SerializeField] Rendering.ShaderVariantLogLevel m_ShaderVariantLogLevel = Rendering.ShaderVariantLogLevel.Disabled;
[SerializeField] bool m_ExportShaderVariants = true;
[SerializeField] bool m_StripDebugVariants = true;
[SerializeField] bool m_StripUnusedPostProcessingVariants = false;
[SerializeField] bool m_StripUnusedVariants = true;
[SerializeField] bool m_StripScreenCoordOverrideVariants = true;
#region Obsolete properties
/// <summary>
/// If this property is true, Unity strips the LOD variants if the LOD cross-fade feature (UniversalRenderingPipelineAsset.enableLODCrossFade) is disabled.
/// </summary>
[Obsolete("No longer used as Shader Prefiltering automatically strips out unused LOD Crossfade variants. Please use the LOD Crossfade setting in the URP Asset to disable the feature if not used. #from(2023.1)", false)]
public bool stripUnusedLODCrossFadeVariants { get => false; set { } }
#endregion
/// <summary>
/// Specifies the level of the logging for shader variants
/// </summary>
public Rendering.ShaderVariantLogLevel shaderVariantLogLevel { get => m_ShaderVariantLogLevel; set => m_ShaderVariantLogLevel = value; }
/// <summary>
/// Specifies if the stripping of the shaders that variants needs to be exported
/// </summary>
public bool exportShaderVariants { get => m_ExportShaderVariants; set => m_ExportShaderVariants = true; }
/// <summary>
/// Controls whether debug display shaders for Rendering Debugger are available in Player builds.
/// </summary>
[Obsolete("Please use stripRuntimeDebugShaders instead. #from(23.1)", false)]
public bool supportRuntimeDebugDisplay = false;
/// <summary>
/// Controls whether debug display shaders for Rendering Debugger are available in Player builds.
/// </summary>
public bool stripDebugVariants { get => m_StripDebugVariants; set { m_StripDebugVariants = value; } }
/// <summary>
/// Controls whether strips automatically post processing shader variants based on <see cref="VolumeProfile"/> components.
/// It strips based on VolumeProfiles in project and not scenes that actually uses it.
/// </summary>
public bool stripUnusedPostProcessingVariants { get => m_StripUnusedPostProcessingVariants; set { m_StripUnusedPostProcessingVariants = value; } }
/// <summary>
/// Controls whether strip off variants if the feature is enabled.
/// </summary>
public bool stripUnusedVariants { get => m_StripUnusedVariants; set { m_StripUnusedVariants = value; } }
/// <summary>
/// Controls whether Screen Coordinates Override shader variants are automatically stripped.
/// </summary>
public bool stripScreenCoordOverrideVariants { get => m_StripScreenCoordOverrideVariants; set => m_StripScreenCoordOverrideVariants = value; }
}
}