using UnityEngine.Rendering; // /!\ Some API shared through this bridge are in Editor assembly. // Be sure to not forget #if UNITY_EDITOR for them namespace Unity.RenderPipelines.Core.Runtime.Shared.Bridge { #if UNITY_EDITOR internal static class RenderPipelineEditorUtilityBridge { internal static bool TryMigrateRenderingLayersToTagManager(string[] renderingLayerNames) where T : RenderPipeline { return UnityEditor.Rendering.RenderPipelineEditorUtility.TryMigrateRenderingLayersToTagManager(renderingLayerNames); } internal static void ClearMigratedRenderPipelines() { UnityEditor.Rendering.RenderPipelineEditorUtility.ClearMigratedRenderPipelines(); } } #endif }