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