Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/Deprecated.cs

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2024-05-06 14:45:45 -04:00
// 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.
[EditorBrowsable(EditorBrowsableState.Never)]
public virtual void FrameCleanup(CommandBuffer cmd) => OnCameraCleanup(cmd);
}
/// <summary>
/// Default renderer for Universal RP.
/// This renderer is supported on all Universal RP supported platforms.
/// It uses a classic forward rendering strategy with per-object light culling.
/// </summary>
[Obsolete("ForwardRenderer has been deprecated (UnityUpgradable) -> UniversalRenderer", true)]
public sealed class ForwardRenderer : ScriptableRenderer
{
private static readonly string k_ErrorMessage = "ForwardRenderer has been deprecated. Use UniversalRenderer instead";
public ForwardRenderer(ForwardRendererData data) : base(data)
{
throw new NotSupportedException(k_ErrorMessage);
}
public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData)
{
throw new NotSupportedException(k_ErrorMessage);
}
public override void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData)
{
throw new NotSupportedException(k_ErrorMessage);
}
public override void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters, ref CameraData cameraData)
{
throw new NotSupportedException(k_ErrorMessage);
}
public override void FinishRendering(CommandBuffer cmd)
{
throw new NotSupportedException(k_ErrorMessage);
}
internal override void SwapColorBuffer(CommandBuffer cmd)
{
throw new NotSupportedException(k_ErrorMessage);
}
internal override RenderTargetIdentifier GetCameraColorFrontBuffer(CommandBuffer cmd)
{
throw new NotImplementedException();
}
}
namespace Internal
{
public partial class AdditionalLightsShadowCasterPass
{
[Obsolete("AdditionalLightsShadowCasterPass.m_AdditionalShadowsBufferId was deprecated. Shadow slice matrix is now passed to the GPU using an entry in buffer m_AdditionalLightsWorldToShadow_SSBO", false)]
public static int m_AdditionalShadowsBufferId;
[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", false)]
public static int m_AdditionalShadowsIndicesId;
}
}
[Obsolete("This is obsolete, please use shadowCascadeCount instead.", false)]
public enum ShadowCascadesOption
{
NoCascades,
TwoCascades,
FourCascades,
}
public partial class UniversalRenderPipelineAsset
{
#pragma warning disable 618 // Obsolete warning
[Obsolete("This is obsolete, please use shadowCascadeCount instead.", false)]
[SerializeField] ShadowCascadesOption m_ShadowCascades = ShadowCascadesOption.NoCascades;
[Obsolete("This is obsolete, please use shadowCascadeCount instead.", false)]
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
[Obsolete("cameraDepth has been renamed to cameraDepthTarget. (UnityUpgradable) -> cameraDepthTarget")]
[EditorBrowsable(EditorBrowsableState.Never)]
public RenderTargetIdentifier cameraDepth
{
get => m_CameraDepthTarget;
}
}
}