using UnityEngine.Experimental.Rendering.HDPipeline; namespace UnityEditor.Experimental.Rendering { public class SerializedLightLoopSettings { public SerializedProperty root; public SerializedProperty enableTileAndCluster; public SerializedProperty enableComputeLightEvaluation; public SerializedProperty enableComputeLightVariants; public SerializedProperty enableComputeMaterialVariants; public SerializedProperty enableFptlForForwardOpaque; public SerializedProperty enableBigTilePrepass; public SerializedProperty isFptlEnabled; public SerializedLightLoopSettings(SerializedProperty root) { this.root = root; enableTileAndCluster = root.Find((LightLoopSettings l) => l.enableTileAndCluster); enableComputeLightEvaluation = root.Find((LightLoopSettings l) => l.enableComputeLightEvaluation); enableComputeLightVariants = root.Find((LightLoopSettings l) => l.enableComputeLightVariants); enableComputeMaterialVariants = root.Find((LightLoopSettings l) => l.enableComputeMaterialVariants); enableFptlForForwardOpaque = root.Find((LightLoopSettings l) => l.enableFptlForForwardOpaque); enableBigTilePrepass = root.Find((LightLoopSettings l) => l.enableBigTilePrepass); isFptlEnabled = root.Find((LightLoopSettings l) => l.isFptlEnabled); } } }