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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;
/// <summary>Current version.</summary>
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
/// <summary>
/// When enabled, rendering passes are automatically culled based on what is visible on the camera.
/// </summary>
public bool dynamicRenderPassCullingEnabled
{
get => m_DynamicRenderPassCulling;
set => this.SetValueAndNotify(ref m_DynamicRenderPassCulling, value);
}
#endregion
}
}