using UnityEditorInternal; using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { internal class SerializedUniversalRenderPipelineAsset { public SerializedProperty rendererDataProp { get; } public SerializedProperty defaultRendererProp { get; } public SerializedProperty requireDepthTextureProp { get; } public SerializedProperty requireOpaqueTextureProp { get; } public SerializedProperty opaqueDownsamplingProp { get; } public SerializedProperty supportsTerrainHolesProp { get; } public SerializedProperty storeActionsOptimizationProperty { get; } public SerializedProperty hdr { get; } public SerializedProperty msaa { get; } public SerializedProperty renderScale { get; } public SerializedProperty upscalingFilter { get; } public SerializedProperty fsrOverrideSharpness { get; } public SerializedProperty fsrSharpness { get; } public SerializedProperty mainLightRenderingModeProp { get; } public SerializedProperty mainLightShadowsSupportedProp { get; } public SerializedProperty mainLightShadowmapResolutionProp { get; } public SerializedProperty additionalLightsRenderingModeProp { get; } public SerializedProperty additionalLightsPerObjectLimitProp { get; } public SerializedProperty additionalLightShadowsSupportedProp { get; } public SerializedProperty additionalLightShadowmapResolutionProp { get; } public SerializedProperty additionalLightsShadowResolutionTierLowProp { get; } public SerializedProperty additionalLightsShadowResolutionTierMediumProp { get; } public SerializedProperty additionalLightsShadowResolutionTierHighProp { get; } public SerializedProperty additionalLightCookieResolutionProp { get; } public SerializedProperty additionalLightCookieFormatProp { get; } public SerializedProperty reflectionProbeBlendingProp { get; } public SerializedProperty reflectionProbeBoxProjectionProp { get; } public SerializedProperty shadowDistanceProp { get; } public SerializedProperty shadowCascadeCountProp { get; } public SerializedProperty shadowCascade2SplitProp { get; } public SerializedProperty shadowCascade3SplitProp { get; } public SerializedProperty shadowCascade4SplitProp { get; } public SerializedProperty shadowCascadeBorderProp { get; } public SerializedProperty shadowDepthBiasProp { get; } public SerializedProperty shadowNormalBiasProp { get; } public SerializedProperty softShadowsSupportedProp { get; } public SerializedProperty conservativeEnclosingSphereProp { get; } public SerializedProperty srpBatcher { get; } public SerializedProperty supportsDynamicBatching { get; } public SerializedProperty mixedLightingSupportedProp { get; } public SerializedProperty supportsLightLayers { get; } public SerializedProperty debugLevelProp { get; } public SerializedProperty shaderVariantLogLevel { get; } public SerializedProperty volumeFrameworkUpdateModeProp { get; } public SerializedProperty colorGradingMode { get; } public SerializedProperty colorGradingLutSize { get; } public SerializedProperty useFastSRGBLinearConversion { get; } #if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER public SerializedProperty useAdaptivePerformance { get; } #endif public UniversalRenderPipelineAsset asset { get; } public SerializedObject serializedObject { get; } public EditorPrefBoolFlags state; public SerializedUniversalRenderPipelineAsset(SerializedObject serializedObject) { asset = serializedObject.targetObject as UniversalRenderPipelineAsset; this.serializedObject = serializedObject; requireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture"); requireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture"); opaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling"); supportsTerrainHolesProp = serializedObject.FindProperty("m_SupportsTerrainHoles"); hdr = serializedObject.FindProperty("m_SupportsHDR"); msaa = serializedObject.FindProperty("m_MSAA"); renderScale = serializedObject.FindProperty("m_RenderScale"); upscalingFilter = serializedObject.FindProperty("m_UpscalingFilter"); fsrOverrideSharpness = serializedObject.FindProperty("m_FsrOverrideSharpness"); fsrSharpness = serializedObject.FindProperty("m_FsrSharpness"); mainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode"); mainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported"); mainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution"); additionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode"); additionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit"); additionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported"); additionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution"); additionalLightsShadowResolutionTierLowProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierLow"); additionalLightsShadowResolutionTierMediumProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierMedium"); additionalLightsShadowResolutionTierHighProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierHigh"); additionalLightCookieResolutionProp = serializedObject.FindProperty("m_AdditionalLightsCookieResolution"); additionalLightCookieFormatProp = serializedObject.FindProperty("m_AdditionalLightsCookieFormat"); reflectionProbeBlendingProp = serializedObject.FindProperty("m_ReflectionProbeBlending"); reflectionProbeBoxProjectionProp = serializedObject.FindProperty("m_ReflectionProbeBoxProjection"); shadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance"); shadowCascadeCountProp = serializedObject.FindProperty("m_ShadowCascadeCount"); shadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); shadowCascade3SplitProp = serializedObject.FindProperty("m_Cascade3Split"); shadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); shadowCascadeBorderProp = serializedObject.FindProperty("m_CascadeBorder"); shadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias"); shadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias"); softShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported"); conservativeEnclosingSphereProp = serializedObject.FindProperty("m_ConservativeEnclosingSphere"); srpBatcher = serializedObject.FindProperty("m_UseSRPBatcher"); supportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching"); mixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported"); supportsLightLayers = serializedObject.FindProperty("m_SupportsLightLayers"); debugLevelProp = serializedObject.FindProperty("m_DebugLevel"); shaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel"); volumeFrameworkUpdateModeProp = serializedObject.FindProperty("m_VolumeFrameworkUpdateMode"); storeActionsOptimizationProperty = serializedObject.FindProperty("m_StoreActionsOptimization"); colorGradingMode = serializedObject.FindProperty("m_ColorGradingMode"); colorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize"); useFastSRGBLinearConversion = serializedObject.FindProperty("m_UseFastSRGBLinearConversion"); #if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER useAdaptivePerformance = serializedObject.FindProperty("m_UseAdaptivePerformance"); #endif string Key = "Universal_Shadow_Setting_Unit:UI_State"; state = new EditorPrefBoolFlags(Key); } /// /// Refreshes the serialized object /// public void Update() { serializedObject.Update(); } /// /// Applies the modified properties of the serialized object /// public void Apply() { serializedObject.ApplyModifiedProperties(); } } }