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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));
}
}
}