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using System;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// RenderPipelineSettings define settings that can't be change during runtime. It is equivalent to the GraphicsSettings of Unity (Tiers + shader variant removal).
// This allow to allocate resource or not for a given feature.
// FrameSettings control within a frame what is enable or not(enableShadow, enableStereo, enableDistortion...).
// HDRenderPipelineAsset reference the current RenderPipelineSettings use, there is one per supported platform(Currently this feature is not implemented and only one GlobalFrameSettings is available).
// A Camera with HDAdditionalData have one FrameSettings that configure how it will render.For example a camera use for reflection will disable distortion and postprocess.
// Additionally on a Camera there is another FrameSettings call ActiveFrameSettings that is created on the fly based on FrameSettings and allow modification for debugging purpose at runtime without being serialized on disk.
// The ActiveFrameSettings is register in the debug windows at the creation of the camera.
// A Camera with HDAdditionalData have a RenderPath that define if it use a "Default" FrameSettings, a preset of FrameSettings or a custom one.
// HDRenderPipelineAsset contain a "Default" FrameSettings that can be reference by any camera with RenderPath.Defaut or when the camera don't have HDAdditionalData like the camera of the Editor.
// It also contain a DefaultActiveFrameSettings
// RenderPipelineSettings represent settings that are immutable at runtime.
// There is a dedicated RenderPipelineSettings for each platform
[Serializable]
public class RenderPipelineSettings
{
// Lighting
public bool supportShadowMask = true;
public bool supportSSR = true;
public bool supportSSAO = true;
public bool supportSubsurfaceScattering = true;
// Engine
public bool supportDBuffer = false;
public bool supportMSAA = false;
public bool supportAsyncCompute = false;
public GlobalLightLoopSettings lightLoopSettings = new GlobalLightLoopSettings();
public ShadowInitParameters shadowInitParams = new ShadowInitParameters();
}
}