// This file should be used as a container for things on its // way to being deprecated and removed in future releases using System; using System.ComponentModel; namespace UnityEngine.Rendering.Universal { public abstract partial class ScriptableRenderPass { // This callback method will be removed. Please use OnCameraCleanup() instead. /// /// Cleanup any allocated resources that were created during the execution of this render pass. /// /// Use this CommandBuffer to cleanup any generated data. [EditorBrowsable(EditorBrowsableState.Never)] public virtual void FrameCleanup(CommandBuffer cmd) => OnCameraCleanup(cmd); } namespace Internal { public partial class AdditionalLightsShadowCasterPass { /// /// The ID for the additional shadows buffer ID. /// This has been deprecated. Shadow slice matrix is now passed to the GPU using an entry in buffer m_AdditionalLightsWorldToShadow_SSBO. /// [Obsolete("AdditionalLightsShadowCasterPass.m_AdditionalShadowsBufferId was deprecated. Shadow slice matrix is now passed to the GPU using an entry in buffer m_AdditionalLightsWorldToShadow_SSBO", true)] public static int m_AdditionalShadowsBufferId; /// /// The ID for the additional shadows buffer ID. /// This has been deprecated. hadow slice index is now passed to the GPU using last member of an entry in buffer m_AdditionalShadowParams_SSBO. /// [Obsolete("AdditionalLightsShadowCasterPass.m_AdditionalShadowsIndicesId was deprecated. Shadow slice index is now passed to the GPU using last member of an entry in buffer m_AdditionalShadowParams_SSBO", true)] public static int m_AdditionalShadowsIndicesId; } } /// /// Previously contained the settings to control how many cascades to use. It is now deprecated. /// [Obsolete("This is obsolete, please use shadowCascadeCount instead.", true)] public enum ShadowCascadesOption { /// /// No cascades used for the shadows /// NoCascades, /// /// Two cascades used for the shadows /// TwoCascades, /// /// Four cascades used for the shadows /// FourCascades, } /// /// Specifies the logging level for shader variants. /// This is obsolete, UnityEngine.Rendering.ShaderVariantLogLevel instead. /// [Obsolete("This is obsolete, UnityEngine.Rendering.ShaderVariantLogLevel instead.", true)] public enum ShaderVariantLogLevel { /// Disable all log for shader variants. Disabled, /// Only logs SRP Shaders when logging shader variants. [InspectorName("Only URP Shaders")] OnlyUniversalRPShaders, /// Logs all shader variants. [InspectorName("All Shaders")] AllShaders } public partial class UniversalRenderPipelineAsset { [SerializeField] int m_ShaderVariantLogLevel; #pragma warning disable 618 // Obsolete warning /// /// Previously returned the shader variant log level for this Render Pipeline Asset but is now deprecated. /// [Obsolete("Use UniversalRenderPipelineGlobalSettings.instance.shaderVariantLogLevel", true)] public ShaderVariantLogLevel shaderVariantLogLevel { get { return (ShaderVariantLogLevel)UniversalRenderPipelineGlobalSettings.instance.shaderVariantLogLevel; } set { UniversalRenderPipelineGlobalSettings.instance.shaderVariantLogLevel = (Rendering.ShaderVariantLogLevel)value; } } #pragma warning restore 618 // Obsolete warning #pragma warning disable 618 // Obsolete warning [Obsolete("This is obsolete, please use shadowCascadeCount instead.", false)] [SerializeField] ShadowCascadesOption m_ShadowCascades = ShadowCascadesOption.NoCascades; /// /// Previously used insted of shadowCascadeCount. Please use that instead. /// [Obsolete("This is obsolete, please use shadowCascadeCount instead.", true)] public ShadowCascadesOption shadowCascadeOption { get { switch (shadowCascadeCount) { case 1: return ShadowCascadesOption.NoCascades; case 2: return ShadowCascadesOption.TwoCascades; case 4: return ShadowCascadesOption.FourCascades; default: throw new InvalidOperationException("Cascade count is not compatible with obsolete API, please use shadowCascadeCount instead."); } ; } set { switch (value) { case ShadowCascadesOption.NoCascades: shadowCascadeCount = 1; break; case ShadowCascadesOption.TwoCascades: shadowCascadeCount = 2; break; case ShadowCascadesOption.FourCascades: shadowCascadeCount = 4; break; default: throw new InvalidOperationException("Cascade count is not compatible with obsolete API, please use shadowCascadeCount instead."); } } } #pragma warning restore 618 // Obsolete warning } public abstract partial class ScriptableRenderer { // Deprecated in 10.x /// /// The render target identifier for camera depth. /// This is obsolete, cameraDepth has been renamed to cameraDepthTarget. /// [Obsolete("cameraDepth has been renamed to cameraDepthTarget. (UnityUpgradable) -> cameraDepthTarget", true)] [EditorBrowsable(EditorBrowsableState.Never)] public RenderTargetIdentifier cameraDepth { get => m_CameraDepthTarget.nameID; } } public sealed partial class Bloom : VolumeComponent, IPostProcessComponent { // Deprecated in 13.x.x /// /// The number of final iterations to skip in the effect processing sequence. /// This is obsolete, please use maxIterations instead. /// [Obsolete("This is obsolete, please use maxIterations instead.", true)] [Tooltip("The number of final iterations to skip in the effect processing sequence.")] public ClampedIntParameter skipIterations = new ClampedIntParameter(1, 0, 16); } }