UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphGlobalSettings.cs
2024-10-27 10:53:47 +03:00

48 lines
1.7 KiB
C#

using System;
namespace UnityEngine.Rendering
{
/// <summary>
/// Render Graph global settings class.
/// </summary>
[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;
/// <summary>Enable Compilation caching for render graph.</summary>
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;
/// <summary>Enable validity checks for render graph. Always disabled in Release mode.</summary>
public bool enableValidityChecks
{
get => m_EnableValidityChecks;
set => this.SetValueAndNotify(ref m_EnableValidityChecks, value);
}
}
}