using System;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Build;
#endif
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// A graphics settings container for settings related to Render Graph for <see cref="UniversalRenderPipeline"/>.
/// </summary>
/// <remarks>
/// To change those settings, go to Editor > Project Settings in the Graphics tab (URP).
/// Changing this through the API is only allowed in the Editor. In the Player, this raises an error.
/// </remarks>
/// <seealso cref="IRenderPipelineGraphicsSettings"/>
/// <example>
/// <para> This example demonstrates how to determine whether your project uses RenderGraph in URP. </para>
/// <code>
/// using UnityEngine.Rendering;
/// using UnityEngine.Rendering.Universal;
///
/// public static class URPRenderGraphHelper
/// {
/// public static bool enabled
/// {
/// get
/// {
/// var gs = GraphicsSettings.GetRenderPipelineSettings<RenderGraphSettings>();
/// if (gs == null) //not in URP
/// return false;
/// return !gs.enableRenderCompatibilityMode;
/// }
/// }
/// }
/// </code>
/// </example>
[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[Categorization.CategoryInfo(Name = "Render Graph", Order = 50)]
[Categorization.ElementInfo(Order = -10)]
[Obsolete("These settings are not used. #from(6000.4)", false)]
public class RenderGraphSettings : IRenderPipelineGraphicsSettings
{
#region Version
internal enum Version : int
{
Initial = 0,
}
[SerializeField][HideInInspector]
private Version m_Version;
/// <summary>Current version of the settings container. Used only for upgrading a project.</summary>
public int version => (int)m_Version;
#endregion
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => false;
#region Data Accessors
/// <summary>
/// When enabled, Universal Rendering Pipeline will not use Render Graph API to construct and execute the frame.
/// </summary>
[Obsolete("This property is not used. #from(6000.4)", false)]
public bool enableRenderCompatibilityMode => false;
#endregion
}
}