public SerializedHDRenderPipelineAsset(SerializedObject serializedObject)
        {
            this.serializedObject = serializedObject;

            defaultMaterialQualityLevel    = serializedObject.FindProperty("m_DefaultMaterialQualityLevel");
            availableMaterialQualityLevels = serializedObject.Find((HDRenderPipelineAsset s) => s.availableMaterialQualityLevels);
            allowShaderVariantStripping    = serializedObject.Find((HDRenderPipelineAsset s) => s.allowShaderVariantStripping);
            enableSRPBatcher = serializedObject.Find((HDRenderPipelineAsset s) => s.enableSRPBatcher);

            renderPipelineSettings = new SerializedRenderPipelineSettings(serializedObject.FindProperty("m_RenderPipelineSettings"));

            virtualTexturingSettings = new SerializedVirtualTexturingSettings(serializedObject.FindProperty("virtualTexturingSettings"));
        }
Пример #2
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        public SerializedHDRenderPipelineAsset(SerializedObject serializedObject)
        {
            this.serializedObject = serializedObject;

            defaultMaterialQualityLevel    = serializedObject.FindProperty("m_DefaultMaterialQualityLevel");
            availableMaterialQualityLevels = serializedObject.Find((HDRenderPipelineAsset s) => s.availableMaterialQualityLevels);

            renderPipelineResources           = serializedObject.FindProperty("m_RenderPipelineResources");
            renderPipelineRayTracingResources = serializedObject.FindProperty("m_RenderPipelineRayTracingResources");
            diffusionProfileSettingsList      = serializedObject.Find((HDRenderPipelineAsset s) => s.diffusionProfileSettingsList);
            allowShaderVariantStripping       = serializedObject.Find((HDRenderPipelineAsset s) => s.allowShaderVariantStripping);
            enableSRPBatcher      = serializedObject.Find((HDRenderPipelineAsset s) => s.enableSRPBatcher);
            shaderVariantLogLevel = serializedObject.Find((HDRenderPipelineAsset s) => s.shaderVariantLogLevel);

            renderPipelineSettings = new SerializedRenderPipelineSettings(serializedObject.FindProperty("m_RenderPipelineSettings"));
            defaultFrameSettings   = new SerializedFrameSettings(serializedObject.FindProperty("m_RenderingPathDefaultCameraFrameSettings"), null);                                       //no overrides in HDRPAsset
            defaultBakedOrCustomReflectionFrameSettings = new SerializedFrameSettings(serializedObject.FindProperty("m_RenderingPathDefaultBakedOrCustomReflectionFrameSettings"), null); //no overrides in HDRPAsset
            defaultRealtimeReflectionFrameSettings      = new SerializedFrameSettings(serializedObject.FindProperty("m_RenderingPathDefaultRealtimeReflectionFrameSettings"), null);      //no overrides in HDRPAsset

            virtualTexturingSettings = new SerializedVirtualTexturingSettings(serializedObject.FindProperty("virtualTexturingSettings"));
        }