using UnityEngine.Experimental.Rendering.HDPipeline; namespace UnityEditor.Experimental.Rendering { class SerializedRenderPipelineSettings { public SerializedProperty root; public SerializedProperty supportShadowMask; public SerializedProperty supportSSR; public SerializedProperty supportSSAO; public SerializedProperty supportDBuffer; public SerializedProperty supportMSAA; public SerializedProperty supportSubsurfaceScattering; public SerializedProperty supportAsyncCompute; public SerializedGlobalLightLoopSettings lightLoopSettings; public SerializedShadowInitParameters shadowInitParams; public SerializedRenderPipelineSettings(SerializedProperty root) { this.root = root; supportShadowMask = root.Find((RenderPipelineSettings s) => s.supportShadowMask); supportSSR = root.Find((RenderPipelineSettings s) => s.supportSSR); supportSSAO = root.Find((RenderPipelineSettings s) => s.supportSSAO); supportDBuffer = root.Find((RenderPipelineSettings s) => s.supportDBuffer); supportMSAA = root.Find((RenderPipelineSettings s) => s.supportMSAA); supportSubsurfaceScattering = root.Find((RenderPipelineSettings s) => s.supportSubsurfaceScattering); supportAsyncCompute = root.Find((RenderPipelineSettings s) => s.supportAsyncCompute); lightLoopSettings = new SerializedGlobalLightLoopSettings(root.Find((RenderPipelineSettings s) => s.lightLoopSettings)); shadowInitParams = new SerializedShadowInitParameters(root.Find((RenderPipelineSettings s) => s.shadowInitParams)); } } }