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using System.Linq;
using UnityEngine.Rendering.HighDefinition;
namespace UnityEditor.Rendering.HighDefinition
{
//We ensure and save GS after each domain reload because we need to make them valid for AssetImportWorkers.
//They will create render pipeline separately but they can't migrate or create new Assets.
class HDRenderPipelineGlobalSettingsPostprocessor : AssetPostprocessor
{
const string k_GraphicsSettingsPath = "ProjectSettings/GraphicsSettings.asset";
static void OnPostprocessAllAssets(string[] importedAssets , string[] __, string[] ___, string[] ____, bool didDomainReload)
{
if (didDomainReload || importedAssets.Contains(k_GraphicsSettingsPath))
HDRenderPipelineGlobalSettings.Ensure();
}
}
}