using System;
namespace UnityEngine.Rendering.Universal
{
///
/// A Graphics Settings container for settings related to terrain shaders in .
///
///
/// To change those settings, go to Editor > Project Settings in the Graphics tab (URP).
/// Changing those settings through the API is only allowed in the Editor. In the Player, this raises an error.
///
/// Unity removes this container from Players at build time.
///
///
///
/// Here is an example of how to determine if your project has included terrain shaders when building a Player with URP.
///
/// using UnityEngine.Rendering;
/// using UnityEngine.Rendering.Universal;
///
/// public static class URPTerrainShaderHelper
/// {
/// public static bool enabled
/// {
/// get
/// {
/// var gs = GraphicsSettings.GetRenderPipelineSettings<URPTerrainShaderSetting>();
/// if (gs == null) //not in URP or in a Player
/// return false;
/// return gs.includeTerrainShaders;
/// }
/// }
/// }
///
///
[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[Categorization.CategoryInfo(Name = "Terrain Shader Inclusion Settings", Order = 50)]
[Categorization.ElementInfo(Order = 10)]
public class URPTerrainShaderSetting : IRenderPipelineGraphicsSettings
{
#region Version
internal enum Version : int
{
Initial = 0,
}
[SerializeField][HideInInspector]
private Version m_Version;
/// Indicates the current version of this settings container. Used exclusively for project upgrades.
public int version => (int)m_Version;
#endregion
#region Settings
[SerializeField]
[Tooltip("Include terrain shaders in build even if not referenced.")]
bool m_IncludeTerrainShaders = true;
///
/// Controls whether terrain shaders are included in the build.
///
public bool includeTerrainShaders
{
get => m_IncludeTerrainShaders;
set => this.SetValueAndNotify(ref m_IncludeTerrainShaders, value);
}
#endregion
}
}