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Deprecated.cs 26KB

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  1. // This file should be used as a container for things on its
  2. // way to being deprecated and removed in future releases
  3. using System;
  4. using System.ComponentModel;
  5. using UnityEngine;
  6. using UnityEngine.Rendering;
  7. using UnityEngine.Rendering.Universal;
  8. namespace UnityEngine.Rendering.Universal
  9. {
  10. public abstract partial class ScriptableRenderPass
  11. {
  12. // This callback method will be removed. Please use OnCameraCleanup() instead.
  13. /// <summary>
  14. /// Cleanup any allocated resources that were created during the execution of this render pass.
  15. /// </summary>
  16. /// <param name="cmd">Use this CommandBuffer to cleanup any generated data. </param>
  17. [EditorBrowsable(EditorBrowsableState.Never)]
  18. public virtual void FrameCleanup(CommandBuffer cmd) => OnCameraCleanup(cmd);
  19. }
  20. namespace Internal
  21. {
  22. public partial class AdditionalLightsShadowCasterPass
  23. {
  24. /// <summary>
  25. /// The ID for the additional shadows buffer ID.
  26. /// This has been deprecated. Shadow slice matrix is now passed to the GPU using an entry in buffer m_AdditionalLightsWorldToShadow_SSBO.
  27. /// </summary>
  28. [Obsolete("AdditionalLightsShadowCasterPass.m_AdditionalShadowsBufferId was deprecated. Shadow slice matrix is now passed to the GPU using an entry in buffer m_AdditionalLightsWorldToShadow_SSBO", true)]
  29. public static int m_AdditionalShadowsBufferId;
  30. /// <summary>
  31. /// The ID for the additional shadows buffer ID.
  32. /// This has been deprecated. hadow slice index is now passed to the GPU using last member of an entry in buffer m_AdditionalShadowParams_SSBO.
  33. /// </summary>
  34. [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)]
  35. public static int m_AdditionalShadowsIndicesId;
  36. }
  37. }
  38. /// <summary>
  39. /// Previously contained the settings to control how many cascades to use. It is now deprecated.
  40. /// </summary>
  41. [Obsolete("This is obsolete, please use shadowCascadeCount instead.", true)]
  42. public enum ShadowCascadesOption
  43. {
  44. /// <summary>
  45. /// No cascades used for the shadows
  46. /// </summary>
  47. NoCascades,
  48. /// <summary>
  49. /// Two cascades used for the shadows
  50. /// </summary>
  51. TwoCascades,
  52. /// <summary>
  53. /// Four cascades used for the shadows
  54. /// </summary>
  55. FourCascades,
  56. }
  57. /// <summary>
  58. /// Specifies the logging level for shader variants.
  59. /// This is obsolete, UnityEngine.Rendering.ShaderVariantLogLevel instead.
  60. /// </summary>
  61. [Obsolete("This is obsolete, UnityEngine.Rendering.ShaderVariantLogLevel instead.", true)]
  62. public enum ShaderVariantLogLevel
  63. {
  64. /// <summary>Disable all log for shader variants.</summary>
  65. Disabled,
  66. /// <summary>Only logs SRP Shaders when logging shader variants.</summary>
  67. [InspectorName("Only URP Shaders")]
  68. OnlyUniversalRPShaders,
  69. /// <summary>Logs all shader variants.</summary>
  70. [InspectorName("All Shaders")]
  71. AllShaders
  72. }
  73. public partial class UniversalRenderPipelineAsset
  74. {
  75. #if UNITY_EDITOR
  76. [Obsolete("Editor resources are stored directly into GraphicsSettings. #from(23.3)", false)]
  77. public static readonly string editorResourcesGUID = "a3d8d823eedde654bb4c11a1cfaf1abb";
  78. #endif
  79. [SerializeField] int m_ShaderVariantLogLevel;
  80. #pragma warning disable 618 // Obsolete warning
  81. /// <summary>
  82. /// Previously returned the shader variant log level for this Render Pipeline Asset but is now deprecated.
  83. /// </summary>
  84. [Obsolete("Use GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>().shaderVariantLogLevel instead.", true)]
  85. public ShaderVariantLogLevel shaderVariantLogLevel
  86. {
  87. get => (ShaderVariantLogLevel)GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>().shaderVariantLogLevel;
  88. set => GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>().shaderVariantLogLevel = (Rendering.ShaderVariantLogLevel)value;
  89. }
  90. #pragma warning restore 618 // Obsolete warning
  91. #pragma warning disable 618 // Obsolete warning
  92. [Obsolete("This is obsolete, please use shadowCascadeCount instead.", false)]
  93. [SerializeField] ShadowCascadesOption m_ShadowCascades = ShadowCascadesOption.NoCascades;
  94. /// <summary>
  95. /// Previously used insted of shadowCascadeCount. Please use that instead.
  96. /// </summary>
  97. [Obsolete("This is obsolete, please use shadowCascadeCount instead.", true)]
  98. public ShadowCascadesOption shadowCascadeOption
  99. {
  100. get
  101. {
  102. switch (shadowCascadeCount)
  103. {
  104. case 1: return ShadowCascadesOption.NoCascades;
  105. case 2: return ShadowCascadesOption.TwoCascades;
  106. case 4: return ShadowCascadesOption.FourCascades;
  107. default: throw new InvalidOperationException("Cascade count is not compatible with obsolete API, please use shadowCascadeCount instead.");
  108. }
  109. ;
  110. }
  111. set
  112. {
  113. switch (value)
  114. {
  115. case ShadowCascadesOption.NoCascades:
  116. shadowCascadeCount = 1;
  117. break;
  118. case ShadowCascadesOption.TwoCascades:
  119. shadowCascadeCount = 2;
  120. break;
  121. case ShadowCascadesOption.FourCascades:
  122. shadowCascadeCount = 4;
  123. break;
  124. default:
  125. throw new InvalidOperationException("Cascade count is not compatible with obsolete API, please use shadowCascadeCount instead.");
  126. }
  127. }
  128. }
  129. #pragma warning restore 618 // Obsolete warning
  130. /// <summary>
  131. /// Class containing texture resources used in URP.
  132. /// </summary>
  133. [Serializable, ReloadGroup]
  134. [Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)", false)]
  135. public sealed class TextureResources
  136. {
  137. /// <summary>
  138. /// Pre-baked blue noise textures.
  139. /// </summary>
  140. [Reload("Textures/BlueNoise64/L/LDR_LLL1_0.png")]
  141. public Texture2D blueNoise64LTex;
  142. /// <summary>
  143. /// Bayer matrix texture.
  144. /// </summary>
  145. [Reload("Textures/BayerMatrix.png")]
  146. public Texture2D bayerMatrixTex;
  147. /// <summary>
  148. /// Check if the textures need reloading.
  149. /// </summary>
  150. /// <returns>True if any of the textures need reloading.</returns>
  151. public bool NeedsReload()
  152. {
  153. return blueNoise64LTex == null || bayerMatrixTex == null;
  154. }
  155. }
  156. [Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)", false)]
  157. [SerializeField]
  158. TextureResources m_Textures;
  159. /// <summary>
  160. /// Returns asset texture resources
  161. /// </summary>
  162. [Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)", false)]
  163. public TextureResources textures
  164. {
  165. get
  166. {
  167. if (m_Textures == null)
  168. m_Textures = new TextureResources();
  169. #if UNITY_EDITOR
  170. if (m_Textures.NeedsReload())
  171. ResourceReloader.ReloadAllNullIn(this, packagePath);
  172. #endif
  173. return m_Textures;
  174. }
  175. }
  176. }
  177. public abstract partial class ScriptableRenderer
  178. {
  179. // Deprecated in 10.x
  180. /// <summary>
  181. /// The render target identifier for camera depth.
  182. /// This is obsolete, cameraDepth has been renamed to cameraDepthTarget.
  183. /// </summary>
  184. [Obsolete("cameraDepth has been renamed to cameraDepthTarget. (UnityUpgradable) -> cameraDepthTarget", true)]
  185. [EditorBrowsable(EditorBrowsableState.Never)]
  186. public RenderTargetIdentifier cameraDepth
  187. {
  188. get => m_CameraDepthTarget.nameID;
  189. }
  190. }
  191. public abstract partial class ScriptableRendererData
  192. {
  193. /// <summary>
  194. /// Class contains references to shader resources used by Rendering Debugger.
  195. /// </summary>
  196. [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
  197. [Serializable, ReloadGroup]
  198. public sealed class DebugShaderResources
  199. {
  200. /// <summary>
  201. /// Debug shader used to output interpolated vertex attributes.
  202. /// </summary>
  203. [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
  204. [Reload("Shaders/Debug/DebugReplacement.shader")]
  205. public Shader debugReplacementPS;
  206. /// <summary>
  207. /// Debug shader used to output HDR Chromacity mapping.
  208. /// </summary>
  209. [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
  210. [Reload("Shaders/Debug/HDRDebugView.shader")]
  211. public Shader hdrDebugViewPS;
  212. #if UNITY_EDITOR
  213. /// <summary>
  214. /// Debug shader used to output world position and world normal for the pixel under the cursor.
  215. /// </summary>
  216. [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
  217. [Reload("Shaders/Debug/ProbeVolumeSamplingDebugPositionNormal.compute")]
  218. public ComputeShader probeVolumeSamplingDebugComputeShader;
  219. #endif
  220. }
  221. /// <summary>
  222. /// Container for shader resources used by Rendering Debugger.
  223. /// </summary>
  224. [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
  225. public DebugShaderResources debugShaders;
  226. /// <summary>
  227. /// Class contains references to shader resources used by APV.
  228. /// </summary>
  229. [Serializable, ReloadGroup]
  230. [Obsolete("Probe volume debug resource are now in the ProbeVolumeDebugResources class.")]
  231. public sealed class ProbeVolumeResources
  232. {
  233. /// <summary>
  234. /// Debug shader used to render probes in the volume.
  235. /// </summary>
  236. [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
  237. public Shader probeVolumeDebugShader;
  238. /// <summary>
  239. /// Debug shader used to display fragmentation of the GPU memory.
  240. /// </summary>
  241. [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
  242. public Shader probeVolumeFragmentationDebugShader;
  243. /// <summary>
  244. /// Debug shader used to draw the offset direction used for a probe.
  245. /// </summary>
  246. [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
  247. public Shader probeVolumeOffsetDebugShader;
  248. /// <summary>
  249. /// Debug shader used to draw the sampling weights of the probe volume.
  250. /// </summary>
  251. [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
  252. public Shader probeVolumeSamplingDebugShader;
  253. /// <summary>
  254. /// Debug mesh used to draw the sampling weights of the probe volume.
  255. /// </summary>
  256. [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
  257. public Mesh probeSamplingDebugMesh;
  258. /// <summary>
  259. /// Texture with the numbers dor sampling weights.
  260. /// </summary>
  261. [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
  262. public Texture2D probeSamplingDebugTexture;
  263. /// <summary>
  264. /// Compute Shader used for Blending.
  265. /// </summary>
  266. [Obsolete("This shader is now in the ProbeVolumeRuntimeResources class.")]
  267. public ComputeShader probeVolumeBlendStatesCS;
  268. }
  269. /// <summary>
  270. /// Probe volume resources used by URP
  271. /// </summary>
  272. [Obsolete("Probe volume debug resource are now in the ProbeVolumeDebugResources class.")]
  273. public ProbeVolumeResources probeVolumeResources;
  274. }
  275. public sealed partial class Bloom : VolumeComponent, IPostProcessComponent
  276. {
  277. // Deprecated in 13.x.x
  278. /// <summary>
  279. /// The number of final iterations to skip in the effect processing sequence.
  280. /// This is obsolete, please use maxIterations instead.
  281. /// </summary>
  282. [Obsolete("This is obsolete, please use maxIterations instead.", true)]
  283. [Tooltip("The number of final iterations to skip in the effect processing sequence.")]
  284. public ClampedIntParameter skipIterations = new ClampedIntParameter(1, 0, 16);
  285. }
  286. /// <summary>
  287. /// Class containing shader resources needed in URP for XR.
  288. /// </summary>
  289. /// <seealso cref="Shader"/>
  290. [Serializable]
  291. [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
  292. public class XRSystemData : ScriptableObject
  293. {
  294. /// <summary>
  295. /// Class containing shader resources used in URP for XR.
  296. /// </summary>
  297. [Serializable, ReloadGroup]
  298. [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
  299. public sealed class ShaderResources
  300. {
  301. /// <summary>
  302. /// XR Occlusion mesh shader.
  303. /// </summary>
  304. [Reload("Shaders/XR/XROcclusionMesh.shader")]
  305. public Shader xrOcclusionMeshPS;
  306. /// <summary>
  307. /// XR Mirror View shader.
  308. /// </summary>
  309. [Reload("Shaders/XR/XRMirrorView.shader")]
  310. public Shader xrMirrorViewPS;
  311. }
  312. /// <summary>
  313. /// Shader resources used in URP for XR.
  314. /// </summary>
  315. [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
  316. public ShaderResources shaders;
  317. }
  318. public partial class UniversalRendererData
  319. {
  320. #if ENABLE_VR && ENABLE_XR_MODULE
  321. /// <summary>
  322. /// Shader resources needed in URP for XR.
  323. /// </summary>
  324. [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
  325. //[Reload("Runtime/Data/XRSystemData.asset")]
  326. public XRSystemData xrSystemData;
  327. #endif
  328. }
  329. /// Class containing shader and texture resources needed in URP.
  330. /// </summary>
  331. /// <seealso cref="Shader"/>
  332. /// <seealso cref="Material"/>
  333. [Obsolete("Moved to GraphicsSettings. #from(23.3)", false)]
  334. public class UniversalRenderPipelineEditorResources : ScriptableObject
  335. {
  336. /// <summary>
  337. /// Class containing shader resources used in URP.
  338. /// </summary>
  339. [Serializable, ReloadGroup]
  340. [Obsolete("UniversalRenderPipelineEditorResources.ShaderResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorShaders>(). #from(23.3)", false)]
  341. public sealed class ShaderResources
  342. {
  343. /// <summary>
  344. /// Autodesk Interactive ShaderGraph shader.
  345. /// </summary>
  346. [Reload("Shaders/AutodeskInteractive/AutodeskInteractive.shadergraph")]
  347. public Shader autodeskInteractivePS;
  348. /// <summary>
  349. /// Autodesk Interactive Transparent ShaderGraph shader.
  350. /// </summary>
  351. [Reload("Shaders/AutodeskInteractive/AutodeskInteractiveTransparent.shadergraph")]
  352. public Shader autodeskInteractiveTransparentPS;
  353. /// <summary>
  354. /// Autodesk Interactive Masked ShaderGraph shader.
  355. /// </summary>
  356. [Reload("Shaders/AutodeskInteractive/AutodeskInteractiveMasked.shadergraph")]
  357. public Shader autodeskInteractiveMaskedPS;
  358. /// <summary>
  359. /// Terrain Detail Lit shader.
  360. /// </summary>
  361. [Reload("Shaders/Terrain/TerrainDetailLit.shader")]
  362. public Shader terrainDetailLitPS;
  363. /// <summary>
  364. /// Terrain Detail Grass shader.
  365. /// </summary>
  366. [Reload("Shaders/Terrain/WavingGrass.shader")]
  367. public Shader terrainDetailGrassPS;
  368. /// <summary>
  369. /// Waving Grass Billboard shader.
  370. /// </summary>
  371. [Reload("Shaders/Terrain/WavingGrassBillboard.shader")]
  372. public Shader terrainDetailGrassBillboardPS;
  373. /// <summary>
  374. /// SpeedTree7 shader.
  375. /// </summary>
  376. [Reload("Shaders/Nature/SpeedTree7.shader")]
  377. public Shader defaultSpeedTree7PS;
  378. /// <summary>
  379. /// SpeedTree8 ShaderGraph shader.
  380. /// </summary>
  381. [Reload("Shaders/Nature/SpeedTree8_PBRLit.shadergraph")]
  382. public Shader defaultSpeedTree8PS;
  383. }
  384. /// <summary>
  385. /// Class containing material resources used in URP.
  386. /// </summary>
  387. [Serializable, ReloadGroup]
  388. [Obsolete("UniversalRenderPipelineEditorResources.MaterialResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorMaterials>(). #from(23.3)", false)]
  389. public sealed class MaterialResources
  390. {
  391. /// <summary>
  392. /// Lit material.
  393. /// </summary>
  394. [Reload("Runtime/Materials/Lit.mat")]
  395. public Material lit;
  396. // particleLit is the URP default material for new particle systems.
  397. // ParticlesUnlit.mat is closest match to the built-in shader.
  398. // This is correct (current 22.2) despite the Lit/Unlit naming conflict.
  399. /// <summary>
  400. /// Particle Lit material.
  401. /// </summary>
  402. [Reload("Runtime/Materials/ParticlesUnlit.mat")]
  403. public Material particleLit;
  404. /// <summary>
  405. /// Terrain Lit material.
  406. /// </summary>
  407. [Reload("Runtime/Materials/TerrainLit.mat")]
  408. public Material terrainLit;
  409. /// <summary>
  410. /// Decal material.
  411. /// </summary>
  412. [Reload("Runtime/Materials/Decal.mat")]
  413. public Material decal;
  414. }
  415. /// <summary>
  416. /// Shader resources used in URP.
  417. /// </summary>
  418. [Obsolete("UniversalRenderPipelineEditorResources.ShaderResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorShaders>(). #from(23.3)", false)]
  419. public ShaderResources shaders;
  420. /// <summary>
  421. /// Material resources used in URP.
  422. /// </summary>
  423. [Obsolete("UniversalRenderPipelineEditorResources.MaterialResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorMaterials>(). #from(23.3)", false)]
  424. public MaterialResources materials;
  425. }
  426. #if UNITY_EDITOR
  427. [UnityEditor.CustomEditor(typeof(UniversalRenderPipelineEditorResources), true)]
  428. [Obsolete("Deprectated alongside with UniversalRenderPipelineEditorResources. #from(23.3)", false)]
  429. class UniversalRenderPipelineEditorResourcesEditor : UnityEditor.Editor
  430. {
  431. /// <inheritdoc/>
  432. public override void OnInspectorGUI()
  433. {
  434. DrawDefaultInspector();
  435. // Add a "Reload All" button in inspector when we are in developer's mode
  436. if (UnityEditor.EditorPrefs.GetBool("DeveloperMode") && GUILayout.Button("Reload All"))
  437. {
  438. var resources = target as UniversalRenderPipelineEditorResources;
  439. resources.materials = null;
  440. resources.shaders = null;
  441. ResourceReloader.ReloadAllNullIn(target, UniversalRenderPipelineAsset.packagePath);
  442. }
  443. }
  444. }
  445. #endif
  446. /// <summary>
  447. /// Class containing shader resources used in URP.
  448. /// </summary>
  449. [Serializable, ReloadGroup]
  450. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  451. public sealed class ShaderResources
  452. {
  453. /// <summary>
  454. /// Blit shader.
  455. /// </summary>
  456. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  457. [Reload("Shaders/Utils/Blit.shader")]
  458. public Shader blitPS;
  459. /// <summary>
  460. /// Copy Depth shader.
  461. /// </summary>
  462. [Reload("Shaders/Utils/CopyDepth.shader")]
  463. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  464. public Shader copyDepthPS;
  465. /// <summary>
  466. /// Screen Space Shadows shader.
  467. /// </summary>
  468. [Obsolete("Obsolete, this feature will be supported by new 'ScreenSpaceShadows' renderer feature", true)]
  469. public Shader screenSpaceShadowPS = null;
  470. /// <summary>
  471. /// Sampling shader.
  472. /// </summary>
  473. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  474. [Reload("Shaders/Utils/Sampling.shader")]
  475. public Shader samplingPS;
  476. /// <summary>
  477. /// Stencil Deferred shader.
  478. /// </summary>
  479. [Reload("Shaders/Utils/StencilDeferred.shader")]
  480. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  481. public Shader stencilDeferredPS;
  482. /// <summary>
  483. /// Fallback error shader.
  484. /// </summary>
  485. [Reload("Shaders/Utils/FallbackError.shader")]
  486. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  487. public Shader fallbackErrorPS;
  488. /// <summary>
  489. /// Fallback loading shader.
  490. /// </summary>
  491. [Reload("Shaders/Utils/FallbackLoading.shader")]
  492. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  493. public Shader fallbackLoadingPS;
  494. /// <summary>
  495. /// Material Error shader.
  496. /// </summary>
  497. [Obsolete("Use fallbackErrorPS instead", true)]
  498. public Shader materialErrorPS = null;
  499. // Core blitter shaders, adapted from HDRP
  500. // TODO: move to core and share with HDRP
  501. [Reload("Shaders/Utils/CoreBlit.shader"), SerializeField]
  502. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  503. internal Shader coreBlitPS;
  504. [Reload("Shaders/Utils/CoreBlitColorAndDepth.shader"), SerializeField]
  505. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  506. internal Shader coreBlitColorAndDepthPS;
  507. /// <summary>
  508. /// Blit shader that blits UI Overlay and performs HDR encoding.
  509. /// </summary>
  510. [Reload("Shaders/Utils/BlitHDROverlay.shader"), SerializeField]
  511. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  512. internal Shader blitHDROverlay;
  513. /// <summary>
  514. /// Camera Motion Vectors shader.
  515. /// </summary>
  516. [Reload("Shaders/CameraMotionVectors.shader")]
  517. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  518. public Shader cameraMotionVector;
  519. /// <summary>
  520. /// Screen Space Lens Flare shader.
  521. /// </summary>
  522. [Reload("Shaders/PostProcessing/LensFlareScreenSpace.shader")]
  523. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  524. public Shader screenSpaceLensFlare;
  525. /// <summary>
  526. /// Data Driven Lens Flare shader.
  527. /// </summary>
  528. [Reload("Shaders/PostProcessing/LensFlareDataDriven.shader")]
  529. [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
  530. public Shader dataDrivenLensFlare;
  531. }
  532. partial class UniversalRenderPipelineGlobalSettings
  533. {
  534. #pragma warning disable 0414
  535. [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal ShaderStrippingSetting m_ShaderStrippingSetting = new();
  536. [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal URPShaderStrippingSetting m_URPShaderStrippingSetting = new();
  537. [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal Rendering.ShaderVariantLogLevel m_ShaderVariantLogLevel = Rendering.ShaderVariantLogLevel.Disabled;
  538. [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_ExportShaderVariants = true;
  539. [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripDebugVariants = true;
  540. [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripUnusedPostProcessingVariants = false;
  541. [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripUnusedVariants = true;
  542. [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripScreenCoordOverrideVariants = true;
  543. #pragma warning restore 0414
  544. /// <summary>
  545. /// If this property is true, Unity strips the LOD variants if the LOD cross-fade feature (UniversalRenderingPipelineAsset.enableLODCrossFade) is disabled.
  546. /// </summary>
  547. [Obsolete("No longer used as Shader Prefiltering automatically strips out unused LOD Crossfade variants. Please use the LOD Crossfade setting in the URP Asset to disable the feature if not used. #from(2023.1)", false)]
  548. public bool stripUnusedLODCrossFadeVariants { get => false; set { } }
  549. /// <summary>
  550. /// Controls whether debug display shaders for Rendering Debugger are available in Player builds.
  551. /// </summary>
  552. [Obsolete("Please use stripRuntimeDebugShaders instead. #from(23.1)", false)]
  553. public bool supportRuntimeDebugDisplay = false;
  554. [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_EnableRenderGraph;
  555. }
  556. }