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 MSAASampleCount; public SerializedProperty supportSubsurfaceScattering; public SerializedProperty supportForwardOnly; public SerializedProperty supportMotionVectors; public SerializedProperty supportStereo; public SerializedGlobalLightLoopSettings lightLoopSettings; public SerializedShadowInitParameters shadowInitParams; public SerializedGlobalDecalSettings decalSettings; 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); MSAASampleCount = root.Find((RenderPipelineSettings s) => s.msaaSampleCount); supportSubsurfaceScattering = root.Find((RenderPipelineSettings s) => s.supportSubsurfaceScattering); supportForwardOnly = root.Find((RenderPipelineSettings s) => s.supportForwardOnly); supportMotionVectors = root.Find((RenderPipelineSettings s) => s.supportMotionVectors); supportStereo = root.Find((RenderPipelineSettings s) => s.supportStereo); lightLoopSettings = new SerializedGlobalLightLoopSettings(root.Find((RenderPipelineSettings s) => s.lightLoopSettings)); shadowInitParams = new SerializedShadowInitParameters(root.Find((RenderPipelineSettings s) => s.shadowInitParams)); decalSettings = new SerializedGlobalDecalSettings(root.Find((RenderPipelineSettings s) => s.decalSettings)); } } }