using System; namespace UnityEngine.Rendering.HighDefinition { [Serializable] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "Render Graph", Order = 50)] [Categorization.ElementInfo(Order = 10)] class RenderGraphSettings: IRenderPipelineGraphicsSettings { #region Version internal enum Version : int { Initial = 0, } [SerializeField][HideInInspector] private Version m_Version; /// Current version. public int version => (int)m_Version; #endregion bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true; #region SerializeFields [SerializeField] [Tooltip("When enabled, rendering passes are automatically culled based on what is visible on the camera.")] private bool m_DynamicRenderPassCulling; #endregion #region Data Accessors /// /// When enabled, rendering passes are automatically culled based on what is visible on the camera. /// public bool dynamicRenderPassCullingEnabled { get => m_DynamicRenderPassCulling; set => this.SetValueAndNotify(ref m_DynamicRenderPassCulling, value); } #endregion } }