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- using System;
-
- namespace UnityEngine.Rendering
- {
- /// <summary>
- /// Define the RPAsset inclusion at build time, for your pipeline.
- /// Default: only RPAsset in QualitySettings are embedded on build
- /// </summary>
- [Serializable]
- [SupportedOnRenderPipeline]
- [Categorization.CategoryInfo(Name = "H: RP Assets Inclusion", Order = 990), HideInInspector]
- public class IncludeAdditionalRPAssets : IRenderPipelineGraphicsSettings
- {
- enum Version
- {
- Initial,
-
- Count,
- Last = Count - 1
- }
- [SerializeField, HideInInspector]
- private Version m_version = Version.Last;
- int IRenderPipelineGraphicsSettings.version => (int)m_version;
-
- [SerializeField]
- private bool m_IncludeReferencedInScenes;
-
- /// <summary> Additionaly include RPAsset referenced in Scene. </summary>
- public bool includeReferencedInScenes
- {
- get => m_IncludeReferencedInScenes;
- set => this.SetValueAndNotify(ref m_IncludeReferencedInScenes, value, nameof(m_IncludeReferencedInScenes));
- }
-
- [SerializeField]
- private bool m_IncludeAssetsByLabel;
-
- /// <summary> Additionaly include RPAsset that have a specific label. </summary>
- public bool includeAssetsByLabel
- {
- get => m_IncludeAssetsByLabel;
- set => this.SetValueAndNotify(ref m_IncludeAssetsByLabel, value, nameof(m_IncludeAssetsByLabel));
- }
-
- [SerializeField]
- private string m_LabelToInclude;
-
- /// <summary> Label to use when including RPAsset by label. </summary>
- public string labelToInclude
- {
- get => m_LabelToInclude;
- set => this.SetValueAndNotify(ref m_LabelToInclude, value, nameof(m_LabelToInclude));
- }
- }
- }
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