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