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<T>(string[] renderingLayerNames)
where T : RenderPipeline
{
return UnityEditor.Rendering.RenderPipelineEditorUtility.TryMigrateRenderingLayersToTagManager<T>(renderingLayerNames);
}
internal static void ClearMigratedRenderPipelines()
{
UnityEditor.Rendering.RenderPipelineEditorUtility.ClearMigratedRenderPipelines();
}
}
#endif
}