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- // 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;
- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
-
- namespace UnityEngine.Rendering.Universal
- {
- public abstract partial class ScriptableRenderPass
- {
- // This callback method will be removed. Please use OnCameraCleanup() instead.
- /// <summary>
- /// Cleanup any allocated resources that were created during the execution of this render pass.
- /// </summary>
- /// <param name="cmd">Use this CommandBuffer to cleanup any generated data. </param>
- [EditorBrowsable(EditorBrowsableState.Never)]
- public virtual void FrameCleanup(CommandBuffer cmd) => OnCameraCleanup(cmd);
- }
-
- namespace Internal
- {
- public partial class AdditionalLightsShadowCasterPass
- {
- /// <summary>
- /// The ID for the additional shadows buffer ID.
- /// This has been deprecated. Shadow slice matrix is now passed to the GPU using an entry in buffer m_AdditionalLightsWorldToShadow_SSBO.
- /// </summary>
- [Obsolete("AdditionalLightsShadowCasterPass.m_AdditionalShadowsBufferId was deprecated. Shadow slice matrix is now passed to the GPU using an entry in buffer m_AdditionalLightsWorldToShadow_SSBO", true)]
- public static int m_AdditionalShadowsBufferId;
-
- /// <summary>
- /// The ID for the additional shadows buffer ID.
- /// This has been deprecated. hadow slice index is now passed to the GPU using last member of an entry in buffer m_AdditionalShadowParams_SSBO.
- /// </summary>
- [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)]
- public static int m_AdditionalShadowsIndicesId;
- }
- }
-
- /// <summary>
- /// Previously contained the settings to control how many cascades to use. It is now deprecated.
- /// </summary>
- [Obsolete("This is obsolete, please use shadowCascadeCount instead.", true)]
- public enum ShadowCascadesOption
- {
- /// <summary>
- /// No cascades used for the shadows
- /// </summary>
- NoCascades,
- /// <summary>
- /// Two cascades used for the shadows
- /// </summary>
- TwoCascades,
- /// <summary>
- /// Four cascades used for the shadows
- /// </summary>
- FourCascades,
- }
-
- /// <summary>
- /// Specifies the logging level for shader variants.
- /// This is obsolete, UnityEngine.Rendering.ShaderVariantLogLevel instead.
- /// </summary>
- [Obsolete("This is obsolete, UnityEngine.Rendering.ShaderVariantLogLevel instead.", true)]
- public enum ShaderVariantLogLevel
- {
- /// <summary>Disable all log for shader variants.</summary>
- Disabled,
-
- /// <summary>Only logs SRP Shaders when logging shader variants.</summary>
- [InspectorName("Only URP Shaders")]
- OnlyUniversalRPShaders,
-
- /// <summary>Logs all shader variants.</summary>
- [InspectorName("All Shaders")]
- AllShaders
- }
-
- public partial class UniversalRenderPipelineAsset
- {
- #if UNITY_EDITOR
- [Obsolete("Editor resources are stored directly into GraphicsSettings. #from(23.3)", false)]
- public static readonly string editorResourcesGUID = "a3d8d823eedde654bb4c11a1cfaf1abb";
- #endif
-
- [SerializeField] int m_ShaderVariantLogLevel;
-
- #pragma warning disable 618 // Obsolete warning
- /// <summary>
- /// Previously returned the shader variant log level for this Render Pipeline Asset but is now deprecated.
- /// </summary>
- [Obsolete("Use GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>().shaderVariantLogLevel instead.", true)]
- public ShaderVariantLogLevel shaderVariantLogLevel
- {
- get => (ShaderVariantLogLevel)GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>().shaderVariantLogLevel;
- set => GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>().shaderVariantLogLevel = (Rendering.ShaderVariantLogLevel)value;
- }
- #pragma warning restore 618 // Obsolete warning
-
- #pragma warning disable 618 // Obsolete warning
- [Obsolete("This is obsolete, please use shadowCascadeCount instead.", false)]
- [SerializeField] ShadowCascadesOption m_ShadowCascades = ShadowCascadesOption.NoCascades;
-
- /// <summary>
- /// Previously used insted of shadowCascadeCount. Please use that instead.
- /// </summary>
- [Obsolete("This is obsolete, please use shadowCascadeCount instead.", true)]
- 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
-
- /// <summary>
- /// Class containing texture resources used in URP.
- /// </summary>
- [Serializable, ReloadGroup]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)", false)]
- public sealed class TextureResources
- {
- /// <summary>
- /// Pre-baked blue noise textures.
- /// </summary>
- [Reload("Textures/BlueNoise64/L/LDR_LLL1_0.png")]
- public Texture2D blueNoise64LTex;
-
- /// <summary>
- /// Bayer matrix texture.
- /// </summary>
- [Reload("Textures/BayerMatrix.png")]
- public Texture2D bayerMatrixTex;
-
- /// <summary>
- /// Check if the textures need reloading.
- /// </summary>
- /// <returns>True if any of the textures need reloading.</returns>
- public bool NeedsReload()
- {
- return blueNoise64LTex == null || bayerMatrixTex == null;
- }
- }
-
- [Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)", false)]
- [SerializeField]
- TextureResources m_Textures;
-
- /// <summary>
- /// Returns asset texture resources
- /// </summary>
- [Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)", false)]
- public TextureResources textures
- {
- get
- {
- if (m_Textures == null)
- m_Textures = new TextureResources();
-
- #if UNITY_EDITOR
- if (m_Textures.NeedsReload())
- ResourceReloader.ReloadAllNullIn(this, packagePath);
- #endif
-
- return m_Textures;
- }
- }
- }
-
- public abstract partial class ScriptableRenderer
- {
- // Deprecated in 10.x
- /// <summary>
- /// The render target identifier for camera depth.
- /// This is obsolete, cameraDepth has been renamed to cameraDepthTarget.
- /// </summary>
- [Obsolete("cameraDepth has been renamed to cameraDepthTarget. (UnityUpgradable) -> cameraDepthTarget", true)]
- [EditorBrowsable(EditorBrowsableState.Never)]
- public RenderTargetIdentifier cameraDepth
- {
- get => m_CameraDepthTarget.nameID;
- }
- }
-
- public abstract partial class ScriptableRendererData
- {
- /// <summary>
- /// Class contains references to shader resources used by Rendering Debugger.
- /// </summary>
- [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
- [Serializable, ReloadGroup]
- public sealed class DebugShaderResources
- {
- /// <summary>
- /// Debug shader used to output interpolated vertex attributes.
- /// </summary>
- [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
- [Reload("Shaders/Debug/DebugReplacement.shader")]
- public Shader debugReplacementPS;
-
- /// <summary>
- /// Debug shader used to output HDR Chromacity mapping.
- /// </summary>
- [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
- [Reload("Shaders/Debug/HDRDebugView.shader")]
- public Shader hdrDebugViewPS;
-
- #if UNITY_EDITOR
- /// <summary>
- /// Debug shader used to output world position and world normal for the pixel under the cursor.
- /// </summary>
- [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
- [Reload("Shaders/Debug/ProbeVolumeSamplingDebugPositionNormal.compute")]
- public ComputeShader probeVolumeSamplingDebugComputeShader;
- #endif
- }
-
- /// <summary>
- /// Container for shader resources used by Rendering Debugger.
- /// </summary>
- [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
- public DebugShaderResources debugShaders;
-
- /// <summary>
- /// Class contains references to shader resources used by APV.
- /// </summary>
- [Serializable, ReloadGroup]
- [Obsolete("Probe volume debug resource are now in the ProbeVolumeDebugResources class.")]
- public sealed class ProbeVolumeResources
- {
- /// <summary>
- /// Debug shader used to render probes in the volume.
- /// </summary>
- [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
- public Shader probeVolumeDebugShader;
-
- /// <summary>
- /// Debug shader used to display fragmentation of the GPU memory.
- /// </summary>
- [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
- public Shader probeVolumeFragmentationDebugShader;
-
- /// <summary>
- /// Debug shader used to draw the offset direction used for a probe.
- /// </summary>
- [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
- public Shader probeVolumeOffsetDebugShader;
-
- /// <summary>
- /// Debug shader used to draw the sampling weights of the probe volume.
- /// </summary>
- [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
- public Shader probeVolumeSamplingDebugShader;
-
- /// <summary>
- /// Debug mesh used to draw the sampling weights of the probe volume.
- /// </summary>
- [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
- public Mesh probeSamplingDebugMesh;
-
- /// <summary>
- /// Texture with the numbers dor sampling weights.
- /// </summary>
- [Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
- public Texture2D probeSamplingDebugTexture;
-
- /// <summary>
- /// Compute Shader used for Blending.
- /// </summary>
- [Obsolete("This shader is now in the ProbeVolumeRuntimeResources class.")]
- public ComputeShader probeVolumeBlendStatesCS;
- }
-
- /// <summary>
- /// Probe volume resources used by URP
- /// </summary>
- [Obsolete("Probe volume debug resource are now in the ProbeVolumeDebugResources class.")]
- public ProbeVolumeResources probeVolumeResources;
- }
-
- public sealed partial class Bloom : VolumeComponent, IPostProcessComponent
- {
- // Deprecated in 13.x.x
- /// <summary>
- /// The number of final iterations to skip in the effect processing sequence.
- /// This is obsolete, please use maxIterations instead.
- /// </summary>
- [Obsolete("This is obsolete, please use maxIterations instead.", true)]
- [Tooltip("The number of final iterations to skip in the effect processing sequence.")]
- public ClampedIntParameter skipIterations = new ClampedIntParameter(1, 0, 16);
- }
-
- /// <summary>
- /// Class containing shader resources needed in URP for XR.
- /// </summary>
- /// <seealso cref="Shader"/>
- [Serializable]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
- public class XRSystemData : ScriptableObject
- {
- /// <summary>
- /// Class containing shader resources used in URP for XR.
- /// </summary>
- [Serializable, ReloadGroup]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
- public sealed class ShaderResources
- {
- /// <summary>
- /// XR Occlusion mesh shader.
- /// </summary>
- [Reload("Shaders/XR/XROcclusionMesh.shader")]
- public Shader xrOcclusionMeshPS;
-
- /// <summary>
- /// XR Mirror View shader.
- /// </summary>
- [Reload("Shaders/XR/XRMirrorView.shader")]
- public Shader xrMirrorViewPS;
- }
-
- /// <summary>
- /// Shader resources used in URP for XR.
- /// </summary>
- [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
- public ShaderResources shaders;
- }
-
- public partial class UniversalRendererData
- {
- #if ENABLE_VR && ENABLE_XR_MODULE
- /// <summary>
- /// Shader resources needed in URP for XR.
- /// </summary>
- [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
- //[Reload("Runtime/Data/XRSystemData.asset")]
- public XRSystemData xrSystemData;
- #endif
- }
-
- /// Class containing shader and texture resources needed in URP.
- /// </summary>
- /// <seealso cref="Shader"/>
- /// <seealso cref="Material"/>
- [Obsolete("Moved to GraphicsSettings. #from(23.3)", false)]
- public class UniversalRenderPipelineEditorResources : ScriptableObject
- {
- /// <summary>
- /// Class containing shader resources used in URP.
- /// </summary>
- [Serializable, ReloadGroup]
- [Obsolete("UniversalRenderPipelineEditorResources.ShaderResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorShaders>(). #from(23.3)", false)]
- public sealed class ShaderResources
- {
- /// <summary>
- /// Autodesk Interactive ShaderGraph shader.
- /// </summary>
- [Reload("Shaders/AutodeskInteractive/AutodeskInteractive.shadergraph")]
- public Shader autodeskInteractivePS;
-
- /// <summary>
- /// Autodesk Interactive Transparent ShaderGraph shader.
- /// </summary>
- [Reload("Shaders/AutodeskInteractive/AutodeskInteractiveTransparent.shadergraph")]
- public Shader autodeskInteractiveTransparentPS;
-
- /// <summary>
- /// Autodesk Interactive Masked ShaderGraph shader.
- /// </summary>
- [Reload("Shaders/AutodeskInteractive/AutodeskInteractiveMasked.shadergraph")]
- public Shader autodeskInteractiveMaskedPS;
-
- /// <summary>
- /// Terrain Detail Lit shader.
- /// </summary>
- [Reload("Shaders/Terrain/TerrainDetailLit.shader")]
- public Shader terrainDetailLitPS;
-
- /// <summary>
- /// Terrain Detail Grass shader.
- /// </summary>
- [Reload("Shaders/Terrain/WavingGrass.shader")]
- public Shader terrainDetailGrassPS;
-
- /// <summary>
- /// Waving Grass Billboard shader.
- /// </summary>
- [Reload("Shaders/Terrain/WavingGrassBillboard.shader")]
- public Shader terrainDetailGrassBillboardPS;
-
- /// <summary>
- /// SpeedTree7 shader.
- /// </summary>
- [Reload("Shaders/Nature/SpeedTree7.shader")]
- public Shader defaultSpeedTree7PS;
-
- /// <summary>
- /// SpeedTree8 ShaderGraph shader.
- /// </summary>
- [Reload("Shaders/Nature/SpeedTree8_PBRLit.shadergraph")]
- public Shader defaultSpeedTree8PS;
- }
-
- /// <summary>
- /// Class containing material resources used in URP.
- /// </summary>
- [Serializable, ReloadGroup]
- [Obsolete("UniversalRenderPipelineEditorResources.MaterialResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorMaterials>(). #from(23.3)", false)]
- public sealed class MaterialResources
- {
- /// <summary>
- /// Lit material.
- /// </summary>
- [Reload("Runtime/Materials/Lit.mat")]
- public Material lit;
-
- // particleLit is the URP default material for new particle systems.
- // ParticlesUnlit.mat is closest match to the built-in shader.
- // This is correct (current 22.2) despite the Lit/Unlit naming conflict.
- /// <summary>
- /// Particle Lit material.
- /// </summary>
- [Reload("Runtime/Materials/ParticlesUnlit.mat")]
- public Material particleLit;
-
- /// <summary>
- /// Terrain Lit material.
- /// </summary>
- [Reload("Runtime/Materials/TerrainLit.mat")]
- public Material terrainLit;
-
- /// <summary>
- /// Decal material.
- /// </summary>
- [Reload("Runtime/Materials/Decal.mat")]
- public Material decal;
- }
-
- /// <summary>
- /// Shader resources used in URP.
- /// </summary>
- [Obsolete("UniversalRenderPipelineEditorResources.ShaderResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorShaders>(). #from(23.3)", false)]
- public ShaderResources shaders;
-
- /// <summary>
- /// Material resources used in URP.
- /// </summary>
- [Obsolete("UniversalRenderPipelineEditorResources.MaterialResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorMaterials>(). #from(23.3)", false)]
- public MaterialResources materials;
- }
-
- #if UNITY_EDITOR
- [UnityEditor.CustomEditor(typeof(UniversalRenderPipelineEditorResources), true)]
- [Obsolete("Deprectated alongside with UniversalRenderPipelineEditorResources. #from(23.3)", false)]
- class UniversalRenderPipelineEditorResourcesEditor : UnityEditor.Editor
- {
- /// <inheritdoc/>
- public override void OnInspectorGUI()
- {
- DrawDefaultInspector();
-
- // Add a "Reload All" button in inspector when we are in developer's mode
- if (UnityEditor.EditorPrefs.GetBool("DeveloperMode") && GUILayout.Button("Reload All"))
- {
- var resources = target as UniversalRenderPipelineEditorResources;
- resources.materials = null;
- resources.shaders = null;
- ResourceReloader.ReloadAllNullIn(target, UniversalRenderPipelineAsset.packagePath);
- }
- }
- }
- #endif
-
- /// <summary>
- /// Class containing shader resources used in URP.
- /// </summary>
- [Serializable, ReloadGroup]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- public sealed class ShaderResources
- {
- /// <summary>
- /// Blit shader.
- /// </summary>
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- [Reload("Shaders/Utils/Blit.shader")]
- public Shader blitPS;
-
- /// <summary>
- /// Copy Depth shader.
- /// </summary>
- [Reload("Shaders/Utils/CopyDepth.shader")]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- public Shader copyDepthPS;
-
- /// <summary>
- /// Screen Space Shadows shader.
- /// </summary>
- [Obsolete("Obsolete, this feature will be supported by new 'ScreenSpaceShadows' renderer feature", true)]
- public Shader screenSpaceShadowPS = null;
-
- /// <summary>
- /// Sampling shader.
- /// </summary>
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- [Reload("Shaders/Utils/Sampling.shader")]
- public Shader samplingPS;
-
- /// <summary>
- /// Stencil Deferred shader.
- /// </summary>
- [Reload("Shaders/Utils/StencilDeferred.shader")]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- public Shader stencilDeferredPS;
-
- /// <summary>
- /// Fallback error shader.
- /// </summary>
- [Reload("Shaders/Utils/FallbackError.shader")]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- public Shader fallbackErrorPS;
-
- /// <summary>
- /// Fallback loading shader.
- /// </summary>
- [Reload("Shaders/Utils/FallbackLoading.shader")]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- public Shader fallbackLoadingPS;
-
- /// <summary>
- /// Material Error shader.
- /// </summary>
- [Obsolete("Use fallbackErrorPS instead", true)]
- public Shader materialErrorPS = null;
-
- // Core blitter shaders, adapted from HDRP
- // TODO: move to core and share with HDRP
- [Reload("Shaders/Utils/CoreBlit.shader"), SerializeField]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- internal Shader coreBlitPS;
-
- [Reload("Shaders/Utils/CoreBlitColorAndDepth.shader"), SerializeField]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- internal Shader coreBlitColorAndDepthPS;
-
- /// <summary>
- /// Blit shader that blits UI Overlay and performs HDR encoding.
- /// </summary>
- [Reload("Shaders/Utils/BlitHDROverlay.shader"), SerializeField]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- internal Shader blitHDROverlay;
-
- /// <summary>
- /// Camera Motion Vectors shader.
- /// </summary>
- [Reload("Shaders/CameraMotionVectors.shader")]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- public Shader cameraMotionVector;
-
- /// <summary>
- /// Screen Space Lens Flare shader.
- /// </summary>
- [Reload("Shaders/PostProcessing/LensFlareScreenSpace.shader")]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- public Shader screenSpaceLensFlare;
-
- /// <summary>
- /// Data Driven Lens Flare shader.
- /// </summary>
- [Reload("Shaders/PostProcessing/LensFlareDataDriven.shader")]
- [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
- public Shader dataDrivenLensFlare;
- }
-
- partial class UniversalRenderPipelineGlobalSettings
- {
- #pragma warning disable 0414
- [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal ShaderStrippingSetting m_ShaderStrippingSetting = new();
- [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal URPShaderStrippingSetting m_URPShaderStrippingSetting = new();
- [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal Rendering.ShaderVariantLogLevel m_ShaderVariantLogLevel = Rendering.ShaderVariantLogLevel.Disabled;
- [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_ExportShaderVariants = true;
- [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripDebugVariants = true;
- [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripUnusedPostProcessingVariants = false;
- [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripUnusedVariants = true;
- [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripScreenCoordOverrideVariants = true;
- #pragma warning restore 0414
-
- /// <summary>
- /// If this property is true, Unity strips the LOD variants if the LOD cross-fade feature (UniversalRenderingPipelineAsset.enableLODCrossFade) is disabled.
- /// </summary>
- [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)]
- public bool stripUnusedLODCrossFadeVariants { get => false; set { } }
-
- /// <summary>
- /// Controls whether debug display shaders for Rendering Debugger are available in Player builds.
- /// </summary>
- [Obsolete("Please use stripRuntimeDebugShaders instead. #from(23.1)", false)]
- public bool supportRuntimeDebugDisplay = false;
-
- [SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_EnableRenderGraph;
- }
- }
|