Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/UniversalRenderPipelineAsset/SerializedUniversalRenderPi...
2024-05-06 11:45:45 -07:00

163 lines
8.8 KiB
C#

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<EditorUtils.Unit> 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<EditorUtils.Unit>(Key);
}
/// <summary>
/// Refreshes the serialized object
/// </summary>
public void Update()
{
serializedObject.Update();
}
/// <summary>
/// Applies the modified properties of the serialized object
/// </summary>
public void Apply()
{
serializedObject.ApplyModifiedProperties();
}
}
}