using System; namespace UnityEngine.Rendering { /// /// Render Graph global settings class. /// [Serializable] [SupportedOnRenderPipeline] [Categorization.CategoryInfo(Name = "Render Graph", Order = 50)] [Categorization.ElementInfo(Order = 0)] public class RenderGraphGlobalSettings : IRenderPipelineGraphicsSettings { enum Version { Initial, Count, Last = Count - 1 } bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true; [SerializeField, HideInInspector] private Version m_version = Version.Last; int IRenderPipelineGraphicsSettings.version => (int)m_version; [RecreatePipelineOnChange , SerializeField, Tooltip("Enable caching of render graph compilation from one frame to another.")] private bool m_EnableCompilationCaching = true; /// Enable Compilation caching for render graph. public bool enableCompilationCaching { get => m_EnableCompilationCaching; set => this.SetValueAndNotify(ref m_EnableCompilationCaching, value); } [RecreatePipelineOnChange , SerializeField, Tooltip("Enable validity checks of render graph in Editor and Development mode. Always disabled in Release build.")] private bool m_EnableValidityChecks = true; /// Enable validity checks for render graph. Always disabled in Release mode. public bool enableValidityChecks { get => m_EnableValidityChecks; set => this.SetValueAndNotify(ref m_EnableValidityChecks, value); } } }