using UnityEngine.Rendering; namespace Unity.RenderPipelines.Core.Runtime.Shared { #if UNITY_EDITOR internal class InternalRenderPipelineGlobalSettingsUtils { internal static bool TryMigrateRenderingLayersToTagManager(string[] renderingLayerNames) where T : RenderPipeline { return Bridge.RenderPipelineEditorUtilityBridge.TryMigrateRenderingLayersToTagManager(renderingLayerNames); } internal static void ClearMigratedRenderPipelines() { Bridge.RenderPipelineEditorUtilityBridge.ClearMigratedRenderPipelines(); } } #endif }