// This file should be used as a container for things on its // way to being deprecated and removed in future releases using System; using System.ComponentModel; namespace UnityEngine.Rendering.Universal { public abstract partial class ScriptableRenderPass { // This callback method will be removed. Please use OnCameraCleanup() instead. /// /// Cleanup any allocated resources that were created during the execution of this render pass. /// /// Use this CommandBuffer to cleanup any generated data. [EditorBrowsable(EditorBrowsableState.Never)] public virtual void FrameCleanup(CommandBuffer cmd) => OnCameraCleanup(cmd); } namespace Internal { public partial class AdditionalLightsShadowCasterPass { /// /// The ID for the additional shadows buffer ID. /// This has been deprecated. Shadow slice matrix is now passed to the GPU using an entry in buffer m_AdditionalLightsWorldToShadow_SSBO. /// [Obsolete("AdditionalLightsShadowCasterPass.m_AdditionalShadowsBufferId was deprecated. Shadow slice matrix is now passed to the GPU using an entry in buffer m_AdditionalLightsWorldToShadow_SSBO #from(2021.1) #breakingFrom(2023.1)", true)] public static int m_AdditionalShadowsBufferId; /// /// The ID for the additional shadows buffer ID. /// This has been deprecated. hadow slice index is now passed to the GPU using last member of an entry in buffer m_AdditionalShadowParams_SSBO. /// [Obsolete("AdditionalLightsShadowCasterPass.m_AdditionalShadowsIndicesId was deprecated. Shadow slice index is now passed to the GPU using last member of an entry in buffer m_AdditionalShadowParams_SSBO #from(2021.1) #breakingFrom(2023.1)", true)] public static int m_AdditionalShadowsIndicesId; } } /// /// Previously contained the settings to control how many cascades to use. It is now deprecated. /// [Obsolete("This is obsolete, please use shadowCascadeCount instead. #from(2021.1) #breakingFrom(2023.1)", true)] public enum ShadowCascadesOption { /// /// No cascades used for the shadows /// NoCascades, /// /// Two cascades used for the shadows /// TwoCascades, /// /// Four cascades used for the shadows /// FourCascades, } /// /// Specifies the logging level for shader variants. /// This is obsolete, UnityEngine.Rendering.ShaderVariantLogLevel instead. /// [Obsolete("This is obsolete, UnityEngine.Rendering.ShaderVariantLogLevel instead. #from(2022.2) #breakingFrom(2023.1)", true)] public enum ShaderVariantLogLevel { /// Disable all log for shader variants. Disabled, /// Only logs SRP Shaders when logging shader variants. [InspectorName("Only URP Shaders")] OnlyUniversalRPShaders, /// Logs all shader variants. [InspectorName("All Shaders")] AllShaders } public partial class UniversalRenderPipelineAsset { #if UNITY_EDITOR [Obsolete("Editor resources are stored directly into GraphicsSettings. #from(2023.3)")] public static readonly string editorResourcesGUID = "a3d8d823eedde654bb4c11a1cfaf1abb"; #endif [SerializeField] int m_ShaderVariantLogLevel; #pragma warning disable 618 // Obsolete warning /// /// Previously returned the shader variant log level for this Render Pipeline Asset but is now deprecated. /// [Obsolete("Use GraphicsSettings.GetRenderPipelineSettings().shaderVariantLogLevel instead. #from(2022.2)")] public ShaderVariantLogLevel shaderVariantLogLevel { get => (ShaderVariantLogLevel)GraphicsSettings.GetRenderPipelineSettings().shaderVariantLogLevel; set => GraphicsSettings.GetRenderPipelineSettings().shaderVariantLogLevel = (Rendering.ShaderVariantLogLevel)value; } #pragma warning restore 618 // Obsolete warning #pragma warning disable 618 // Obsolete warning [Obsolete("This is obsolete, please use shadowCascadeCount instead. #from(2021.1)")] [SerializeField] ShadowCascadesOption m_ShadowCascades = ShadowCascadesOption.NoCascades; /// /// Previously used insted of shadowCascadeCount. Please use that instead. /// [Obsolete("This is obsolete, please use shadowCascadeCount instead. #from(2021.1) #breakingFrom(2023.1)", true)] public ShadowCascadesOption shadowCascadeOption { get { switch (shadowCascadeCount) { case 1: return ShadowCascadesOption.NoCascades; case 2: return ShadowCascadesOption.TwoCascades; case 4: return ShadowCascadesOption.FourCascades; default: throw new InvalidOperationException("Cascade count is not compatible with obsolete API, please use shadowCascadeCount instead."); } ; } set { switch (value) { case ShadowCascadesOption.NoCascades: shadowCascadeCount = 1; break; case ShadowCascadesOption.TwoCascades: shadowCascadeCount = 2; break; case ShadowCascadesOption.FourCascades: shadowCascadeCount = 4; break; default: throw new InvalidOperationException("Cascade count is not compatible with obsolete API, please use shadowCascadeCount instead."); } } } #pragma warning restore 618 // Obsolete warning /// /// Class containing texture resources used in URP. /// [Serializable, ReloadGroup] [Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)")] public sealed class TextureResources { /// /// Pre-baked blue noise textures. /// [Reload("Textures/BlueNoise64/L/LDR_LLL1_0.png")] public Texture2D blueNoise64LTex; /// /// Bayer matrix texture. /// [Reload("Textures/BayerMatrix.png")] public Texture2D bayerMatrixTex; /// /// Check if the textures need reloading. /// /// True if any of the textures need reloading. public bool NeedsReload() { return blueNoise64LTex == null || bayerMatrixTex == null; } } [Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)")] [SerializeField] TextureResources m_Textures; /// /// Returns asset texture resources /// [Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)")] public TextureResources textures { get { if (m_Textures == null) m_Textures = new TextureResources(); #if UNITY_EDITOR if (m_Textures.NeedsReload()) ResourceReloader.ReloadAllNullIn(this, packagePath); #endif return m_Textures; } } /// /// Controls when URP renders via an intermediate texture. /// [Obsolete("This property is not used. #from(6000.3)", false)] public IntermediateTextureMode intermediateTextureMode { get => default; set {} } } public abstract partial class ScriptableRenderer { // Deprecated in 10.x /// /// The render target identifier for camera depth. /// This is obsolete, cameraDepth has been renamed to cameraDepthTarget. /// [Obsolete("cameraDepth has been renamed to cameraDepthTarget. #from(2021.1) #breakingFrom(2023.1) (UnityUpgradable) -> cameraDepthTarget", true)] [EditorBrowsable(EditorBrowsableState.Never)] public RenderTargetIdentifier cameraDepth { get => m_CameraDepthTarget.nameID; } } public abstract partial class ScriptableRendererData { /// /// Class contains references to shader resources used by Rendering Debugger. /// [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)")] [Serializable, ReloadGroup] public sealed class DebugShaderResources { /// /// Debug shader used to output interpolated vertex attributes. /// [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)")] [Reload("Shaders/Debug/DebugReplacement.shader")] public Shader debugReplacementPS; /// /// Debug shader used to output HDR Chromacity mapping. /// [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)")] [Reload("Shaders/Debug/HDRDebugView.shader")] public Shader hdrDebugViewPS; #if UNITY_EDITOR /// /// Debug shader used to output world position and world normal for the pixel under the cursor. /// [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)")] [Reload("Shaders/Debug/ProbeVolumeSamplingDebugPositionNormal.compute")] public ComputeShader probeVolumeSamplingDebugComputeShader; #endif } /// /// Container for shader resources used by Rendering Debugger. /// [Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)")] public DebugShaderResources debugShaders; /// /// Class contains references to shader resources used by APV. /// [Serializable, ReloadGroup] [Obsolete("Probe volume debug resource are now in the ProbeVolumeDebugResources class. #from(2023.3)")] public sealed class ProbeVolumeResources { /// /// Debug shader used to render probes in the volume. /// [Obsolete("This shader is now in the ProbeVolumeDebugResources class. #from(2023.3)")] public Shader probeVolumeDebugShader; /// /// Debug shader used to display fragmentation of the GPU memory. /// [Obsolete("This shader is now in the ProbeVolumeDebugResources class. #from(2023.3)")] public Shader probeVolumeFragmentationDebugShader; /// /// Debug shader used to draw the offset direction used for a probe. /// [Obsolete("This shader is now in the ProbeVolumeDebugResources class. #from(2023.3)")] public Shader probeVolumeOffsetDebugShader; /// /// Debug shader used to draw the sampling weights of the probe volume. /// [Obsolete("This shader is now in the ProbeVolumeDebugResources class. #from(2023.3)")] public Shader probeVolumeSamplingDebugShader; /// /// Debug mesh used to draw the sampling weights of the probe volume. /// [Obsolete("This shader is now in the ProbeVolumeDebugResources class. #from(2023.3)")] public Mesh probeSamplingDebugMesh; /// /// Texture with the numbers dor sampling weights. /// [Obsolete("This shader is now in the ProbeVolumeDebugResources class. #from(2023.3)")] public Texture2D probeSamplingDebugTexture; /// /// Compute Shader used for Blending. /// [Obsolete("This shader is now in the ProbeVolumeRuntimeResources class. #from(2023.3)")] public ComputeShader probeVolumeBlendStatesCS; } /// /// Probe volume resources used by URP /// [Obsolete("Probe volume debug resource are now in the ProbeVolumeDebugResources class. #from(2023.3)")] public ProbeVolumeResources probeVolumeResources; } public sealed partial class Bloom : VolumeComponent, IPostProcessComponent { // Deprecated in 13.x.x /// /// The number of final iterations to skip in the effect processing sequence. /// This is obsolete, please use maxIterations instead. /// [Obsolete("This is obsolete, please use maxIterations instead. #from(2022.2) #breakingFrom(2023.1)", true)] [Tooltip("The number of final iterations to skip in the effect processing sequence.")] public ClampedIntParameter skipIterations = new ClampedIntParameter(1, 0, 16); } /// /// Class containing shader resources needed in URP for XR. /// /// [Serializable] [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)")] public class XRSystemData : ScriptableObject { /// /// Class containing shader resources used in URP for XR. /// [Serializable, ReloadGroup] [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)")] public sealed class ShaderResources { /// /// XR Occlusion mesh shader. /// [Reload("Shaders/XR/XROcclusionMesh.shader")] public Shader xrOcclusionMeshPS; /// /// XR Mirror View shader. /// [Reload("Shaders/XR/XRMirrorView.shader")] public Shader xrMirrorViewPS; } /// /// Shader resources used in URP for XR. /// [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)")] public ShaderResources shaders; } public partial class UniversalRendererData { #if ENABLE_VR && ENABLE_XR_MODULE /// /// Shader resources needed in URP for XR. /// [Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)")] //[Reload("Runtime/Data/XRSystemData.asset")] public XRSystemData xrSystemData; #endif } /// Class containing shader and texture resources needed in URP. /// /// /// [Obsolete("Moved to GraphicsSettings. #from(2023.3)")] public class UniversalRenderPipelineEditorResources : ScriptableObject { /// /// Class containing shader resources used in URP. /// [Serializable, ReloadGroup] [Obsolete("UniversalRenderPipelineEditorResources.ShaderResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings(). #from(2023.3)")] public sealed class ShaderResources { /// /// Autodesk Interactive ShaderGraph shader. /// [Reload("Shaders/AutodeskInteractive/AutodeskInteractive.shadergraph")] public Shader autodeskInteractivePS; /// /// Autodesk Interactive Transparent ShaderGraph shader. /// [Reload("Shaders/AutodeskInteractive/AutodeskInteractiveTransparent.shadergraph")] public Shader autodeskInteractiveTransparentPS; /// /// Autodesk Interactive Masked ShaderGraph shader. /// [Reload("Shaders/AutodeskInteractive/AutodeskInteractiveMasked.shadergraph")] public Shader autodeskInteractiveMaskedPS; /// /// Terrain Detail Lit shader. /// [Reload("Shaders/Terrain/TerrainDetailLit.shader")] public Shader terrainDetailLitPS; /// /// Terrain Detail Grass shader. /// [Reload("Shaders/Terrain/WavingGrass.shader")] public Shader terrainDetailGrassPS; /// /// Waving Grass Billboard shader. /// [Reload("Shaders/Terrain/WavingGrassBillboard.shader")] public Shader terrainDetailGrassBillboardPS; /// /// SpeedTree7 shader. /// [Reload("Shaders/Nature/SpeedTree7.shader")] public Shader defaultSpeedTree7PS; /// /// SpeedTree8 ShaderGraph shader. /// [Reload("Shaders/Nature/SpeedTree8_PBRLit.shadergraph")] public Shader defaultSpeedTree8PS; } /// /// Class containing material resources used in URP. /// [Serializable, ReloadGroup] [Obsolete("UniversalRenderPipelineEditorResources.MaterialResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings(). #from(2023.3)")] public sealed class MaterialResources { /// /// Lit material. /// [Reload("Runtime/Materials/Lit.mat")] public Material lit; // particleLit is the URP default material for new particle systems. // ParticlesUnlit.mat is closest match to the built-in shader. // This is correct (current 22.2) despite the Lit/Unlit naming conflict. /// /// Particle Lit material. /// [Reload("Runtime/Materials/ParticlesUnlit.mat")] public Material particleLit; /// /// Terrain Lit material. /// [Reload("Runtime/Materials/TerrainLit.mat")] public Material terrainLit; /// /// Decal material. /// [Reload("Runtime/Materials/Decal.mat")] public Material decal; } /// /// Shader resources used in URP. /// [Obsolete("UniversalRenderPipelineEditorResources.ShaderResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings(). #from(2023.3)")] public ShaderResources shaders; /// /// Material resources used in URP. /// [Obsolete("UniversalRenderPipelineEditorResources.MaterialResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings(). #from(2023.3)")] public MaterialResources materials; } #if UNITY_EDITOR [UnityEditor.CustomEditor(typeof(UniversalRenderPipelineEditorResources), true)] [Obsolete("Deprectated alongside with UniversalRenderPipelineEditorResources. #from(2023.3)")] class UniversalRenderPipelineEditorResourcesEditor : UnityEditor.Editor { /// public override void OnInspectorGUI() { DrawDefaultInspector(); // Add a "Reload All" button in inspector when we are in developer's mode if (UnityEditor.EditorPrefs.GetBool("DeveloperMode") && GUILayout.Button("Reload All")) { var resources = target as UniversalRenderPipelineEditorResources; resources.materials = null; resources.shaders = null; ResourceReloader.ReloadAllNullIn(target, UniversalRenderPipelineAsset.packagePath); } } } #endif /// /// Class containing shader resources used in URP. /// [Serializable, ReloadGroup] [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] public sealed class ShaderResources { /// /// Blit shader. /// [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] [Reload("Shaders/Utils/Blit.shader")] public Shader blitPS; /// /// Copy Depth shader. /// [Reload("Shaders/Utils/CopyDepth.shader")] [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] public Shader copyDepthPS; /// /// Screen Space Shadows shader. /// [Obsolete("Obsolete, this feature will be supported by new 'ScreenSpaceShadows' renderer feature. #from(2023.3) #breakingFrom(2023.3)", true)] public Shader screenSpaceShadowPS = null; /// /// Sampling shader. /// [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] [Reload("Shaders/Utils/Sampling.shader")] public Shader samplingPS; /// /// Stencil Deferred shader. /// [Reload("Shaders/Utils/StencilDeferred.shader")] [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] public Shader stencilDeferredPS; /// /// Fallback error shader. /// [Reload("Shaders/Utils/FallbackError.shader")] [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] public Shader fallbackErrorPS; /// /// Fallback loading shader. /// [Reload("Shaders/Utils/FallbackLoading.shader")] [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] public Shader fallbackLoadingPS; /// /// Material Error shader. /// [Obsolete("Use fallbackErrorPS instead. #from(2023.3) #breakingFrom(2023.3)", true)] public Shader materialErrorPS = null; // Core blitter shaders, adapted from HDRP // TODO: move to core and share with HDRP [Reload("Shaders/Utils/CoreBlit.shader"), SerializeField] [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] internal Shader coreBlitPS; [Reload("Shaders/Utils/CoreBlitColorAndDepth.shader"), SerializeField] [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] internal Shader coreBlitColorAndDepthPS; /// /// Blit shader that blits UI Overlay and performs HDR encoding. /// [Reload("Shaders/Utils/BlitHDROverlay.shader"), SerializeField] [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] internal Shader blitHDROverlay; /// /// Camera Motion Vectors shader. /// [Reload("Shaders/CameraMotionVectors.shader")] [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] public Shader cameraMotionVector; /// /// Screen Space Lens Flare shader. /// [Reload("Shaders/PostProcessing/LensFlareScreenSpace.shader")] [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] public Shader screenSpaceLensFlare; /// /// Data Driven Lens Flare shader. /// [Reload("Shaders/PostProcessing/LensFlareDataDriven.shader")] [Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)")] public Shader dataDrivenLensFlare; } partial class UniversalRenderPipelineGlobalSettings { #pragma warning disable 0414 [SerializeField, Obsolete("Keep for migration. #from(2023.2)")] internal ShaderStrippingSetting m_ShaderStrippingSetting = new(); [SerializeField, Obsolete("Keep for migration. #from(2023.2)")] internal URPShaderStrippingSetting m_URPShaderStrippingSetting = new(); [SerializeField, Obsolete("Keep for migration. #from(2023.2)")] internal Rendering.ShaderVariantLogLevel m_ShaderVariantLogLevel = Rendering.ShaderVariantLogLevel.Disabled; [SerializeField, Obsolete("Keep for migration. #from(2023.2)")] internal bool m_ExportShaderVariants = true; [SerializeField, Obsolete("Keep for migration. #from(2023.2)")] internal bool m_StripDebugVariants = true; [SerializeField, Obsolete("Keep for migration. #from(2023.2)")] internal bool m_StripUnusedPostProcessingVariants = false; [SerializeField, Obsolete("Keep for migration. #from(2023.2)")] internal bool m_StripUnusedVariants = true; [SerializeField, Obsolete("Keep for migration. #from(2023.2)")] internal bool m_StripScreenCoordOverrideVariants = true; #pragma warning restore 0414 /// /// If this property is true, Unity strips the LOD variants if the LOD cross-fade feature (UniversalRenderingPipelineAsset.enableLODCrossFade) is disabled. /// [Obsolete("No longer used as Shader Prefiltering automatically strips out unused LOD Crossfade variants. Please use the LOD Crossfade setting in the URP Asset to disable the feature if not used. #from(2023.1)")] public bool stripUnusedLODCrossFadeVariants { get => false; set { } } /// /// Controls whether debug display shaders for Rendering Debugger are available in Player builds. /// [Obsolete("Please use stripRuntimeDebugShaders instead. #from(2023.1)")] public bool supportRuntimeDebugDisplay = false; [SerializeField, Obsolete("Keep for migration. #from(2023.2)")] internal bool m_EnableRenderGraph; } #if !URP_COMPATIBILITY_MODE internal struct DeprecationMessage { internal const string CompatibilityScriptingAPIHidden = "This rendering path is for Compatibility Mode only which has been deprecated and hidden behind URP_COMPATIBILITY_MODE define. This will do nothing."; } partial class UniversalCameraData { /// /// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Includes camera jitter if required by active features. /// Similar to GL.GetGPUProjectionMatrix but queries URP internal state to know if the pipeline is rendering to render texture. /// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html /// /// View index in case of stereo rendering. By default viewIndex is set to 0. /// /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public Matrix4x4 GetGPUProjectionMatrix(int viewIndex = 0) => default; /// /// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Does not include any camera jitter. /// Similar to GL.GetGPUProjectionMatrix but queries URP internal state to know if the pipeline is rendering to render texture. /// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html /// /// View index in case of stereo rendering. By default viewIndex is set to 0. /// /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public Matrix4x4 GetGPUProjectionMatrixNoJitter(int viewIndex = 0) => default; /// /// True if the camera device projection matrix is flipped. This happens when the pipeline is rendering /// to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures /// (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the /// matrix when rendering with for cmd.Draw* and reading from camera textures. /// /// True if the camera device projection matrix is flipped. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public bool IsCameraProjectionMatrixFlipped() => default; } public abstract partial class ScriptableRenderPass { /// /// RTHandle alias for BuiltinRenderTextureType.CameraTarget which is the backbuffer. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public static RTHandle k_CameraTarget = null; /// /// List for the g-buffer attachment handles. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public RTHandle[] colorAttachmentHandles => null; /// /// The main color attachment handle. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public RTHandle colorAttachmentHandle => null; /// /// The depth attachment handle. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public RTHandle depthAttachmentHandle => null; /// /// The store actions for Color. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public RenderBufferStoreAction[] colorStoreActions => null; /// /// The store actions for Depth. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public RenderBufferStoreAction depthStoreAction => default; /// /// The flag to use when clearing. /// /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public ClearFlag clearFlag => default; /// /// The color value to use when clearing. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public Color clearColor => default; /// /// Configures the Store Action for a color attachment of this render pass. /// /// RenderBufferStoreAction to use /// Index of the color attachment [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void ConfigureColorStoreAction(RenderBufferStoreAction storeAction, uint attachmentIndex = 0) { } /// /// Configures the Store Actions for all the color attachments of this render pass. /// /// Array of RenderBufferStoreActions to use [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void ConfigureColorStoreActions(RenderBufferStoreAction[] storeActions) { } /// /// Configures the Store Action for the depth attachment of this render pass. /// /// RenderBufferStoreAction to use [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void ConfigureDepthStoreAction(RenderBufferStoreAction storeAction) { } /// /// Resets render targets to default. /// This method effectively reset changes done by ConfigureTarget. /// /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void ResetTarget() { } /// /// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. /// This method should be called inside Configure. /// /// Color attachment handle. /// Depth attachment handle. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void ConfigureTarget(RTHandle colorAttachment, RTHandle depthAttachment) { } /// /// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. /// This method should be called inside Configure. /// /// Color attachment handle. /// Depth attachment handle. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void ConfigureTarget(RTHandle[] colorAttachments, RTHandle depthAttachment) { } /// /// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. /// This method should be called inside Configure. /// /// Color attachment handle. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void ConfigureTarget(RTHandle colorAttachment) { } /// /// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. /// This method should be called inside Configure. /// /// Color attachment handle. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void ConfigureTarget(RTHandle[] colorAttachments) { } /// /// Configures clearing for the render targets for this render pass. Call this inside Configure. /// /// ClearFlag containing information about what targets to clear. /// Clear color. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void ConfigureClear(ClearFlag clearFlag, Color clearColor) { } /// /// This method is called by the renderer before rendering a camera /// Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures. /// If a render pass doesn't override this method, this render pass renders to the active Camera's render target. /// You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. /// /// CommandBuffer to enqueue rendering commands. This will be executed by the pipeline. /// Current rendering state information /// /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public virtual void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { } /// /// This method is called by the renderer before executing the render pass. /// Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures. /// If a render pass doesn't override this method, this render pass renders to the active Camera's render target. /// You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. /// /// CommandBuffer to enqueue rendering commands. This will be executed by the pipeline. /// Render texture descriptor of the camera render target. /// /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public virtual void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { } /// /// Called upon finish rendering a camera stack. You can use this callback to release any resources created /// by this render pass that need to be cleanup once all cameras in the stack have finished rendering. /// This method will be called once after rendering the last camera in the camera stack. /// Cameras that don't have an explicit camera stack are also considered stacked rendering. /// In that case the Base camera is the first and last camera in the stack. /// /// Use this CommandBuffer to cleanup any generated data [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public virtual void OnFinishCameraStackRendering(CommandBuffer cmd) { } /// /// Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation /// /// Use this render context to issue any draw commands during execution /// Current rendering state information [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public virtual void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } /// /// Add a blit command to the context for execution. This changes the active render target in the ScriptableRenderer to /// destination. /// /// Command buffer to record command for execution. /// Source texture or target handle to blit from. /// Destination texture or target handle to blit into. This becomes the renderer active render target. /// Material to use. /// Shader pass to use. Default is 0. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void Blit(CommandBuffer cmd, RTHandle source, RTHandle destination, Material material = null, int passIndex = 0) { } /// /// Add a blit command to the context for execution. This applies the material to the color target. /// /// Command buffer to record command for execution. /// RenderingData to access the active renderer. /// Material to use. /// Shader pass to use. Default is 0. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void Blit(CommandBuffer cmd, ref RenderingData data, Material material, int passIndex = 0) { } /// /// Add a blit command to the context for execution. This applies the material to the color target. /// /// Command buffer to record command for execution. /// RenderingData to access the active renderer. /// Source texture or target identifier to blit from. /// Material to use. /// Shader pass to use. Default is 0. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void Blit(CommandBuffer cmd, ref RenderingData data, RTHandle source, Material material, int passIndex = 0) { } } #if ENABLE_VR && ENABLE_XR_MODULE partial class XROcclusionMeshPass { /// /// Used to indicate if the active target of the pass is the back buffer /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public bool m_IsActiveTargetBackBuffer; /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } #endif partial class DecalRendererFeature { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData) { } } partial class ScriptableRenderer { /// /// Override to provide a custom profiling name /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] protected ProfilingSampler profilingExecute { get; set; } /// /// Set camera matrices. This method will set UNITY_MATRIX_V, UNITY_MATRIX_P, UNITY_MATRIX_VP to the camera matrices. /// Additionally this will also set unity_CameraProjection and unity_CameraProjection. /// If setInverseMatrices is set to true this function will also set UNITY_MATRIX_I_V and UNITY_MATRIX_I_VP. /// This function has no effect when rendering in stereo. When in stereo rendering you cannot override camera matrices. /// If you need to set general purpose view and projection matrices call instead. /// /// CommandBuffer to submit data to GPU. /// CameraData containing camera matrices information. /// Set this to true if you also need to set inverse camera matrices. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public static void SetCameraMatrices(CommandBuffer cmd, ref CameraData cameraData, bool setInverseMatrices) { } /// /// Set camera matrices. This method will set UNITY_MATRIX_V, UNITY_MATRIX_P, UNITY_MATRIX_VP to camera matrices. /// Additionally this will also set unity_CameraProjection and unity_CameraProjection. /// If setInverseMatrices is set to true this function will also set UNITY_MATRIX_I_V and UNITY_MATRIX_I_VP. /// This function has no effect when rendering in stereo. When in stereo rendering you cannot override camera matrices. /// If you need to set general purpose view and projection matrices call instead. /// /// CommandBuffer to submit data to GPU. /// CameraData containing camera matrices information. /// Set this to true if you also need to set inverse camera matrices. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public static void SetCameraMatrices(CommandBuffer cmd, UniversalCameraData cameraData, bool setInverseMatrices) { } /// /// Returns the camera color target for this renderer. /// It's only valid to call cameraColorTargetHandle in the scope of ScriptableRenderPass. /// . /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public RTHandle cameraColorTargetHandle { get => null; set { } } /// /// Returns the camera depth target for this renderer. /// It's only valid to call cameraDepthTargetHandle in the scope of ScriptableRenderPass. /// . /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public RTHandle cameraDepthTargetHandle { get => null; set { } } /// /// Configures the camera target. /// /// Camera color target. Pass k_CameraTarget if rendering to backbuffer. /// Camera depth target. Pass k_CameraTarget if color has depth or rendering to backbuffer. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void ConfigureCameraTarget(RTHandle colorTarget, RTHandle depthTarget) { } /// /// Configures the render passes that will execute for this renderer. /// This method is called per-camera every frame. /// /// Use this render context to issue any draw commands during execution. /// Current render state information. /// /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public virtual void Setup(ScriptableRenderContext context, ref RenderingData renderingData) { } /// /// Override this method to implement the lighting setup for the renderer. You can use this to /// compute and upload light CBUFFER for example. /// /// Use this render context to issue any draw commands during execution. /// Current render state information. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public virtual void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData) { } /// /// Execute the enqueued render passes. This automatically handles editor and stereo rendering. /// /// Use this render context to issue any draw commands during execution. /// Current render state information. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } /// /// Calls Setup for each feature added to this renderer. /// /// /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] protected void SetupRenderPasses(in RenderingData renderingData) { } } partial class ScriptableRendererFeature { /// /// Callback after render targets are initialized. This allows for accessing targets from renderer after they are created and ready. /// /// Renderer used for adding render passes. /// Rendering state. Use this to setup render passes. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public virtual void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData) { } } partial struct CameraData { /// /// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Includes camera jitter if required by active features. /// Similar to GL.GetGPUProjectionMatrix but queries URP internal state to know if the pipeline is rendering to render texture. /// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html /// /// View index in case of stereo rendering. By default viewIndex is set to 0. /// /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public Matrix4x4 GetGPUProjectionMatrix(int viewIndex = 0) => default; /// /// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Does not include any camera jitter. /// Similar to GL.GetGPUProjectionMatrix but queries URP internal state to know if the pipeline is rendering to render texture. /// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html /// /// View index in case of stereo rendering. By default viewIndex is set to 0. /// /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public Matrix4x4 GetGPUProjectionMatrixNoJitter(int viewIndex = 0) => default; /// /// True if the camera device projection matrix is flipped. This happens when the pipeline is rendering /// to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures /// (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the /// matrix when rendering with for cmd.Draw* and reading from camera textures. /// /// True if the camera device projection matrix is flipped. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public bool IsCameraProjectionMatrixFlipped() => default; } namespace Internal { partial class AdditionalLightsShadowCasterPass { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } partial class ColorGradingLutPass { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } partial class CopyColorPass { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } partial class CopyDepthPass { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } partial class DepthNormalOnlyPass { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } partial class DepthOnlyPass { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } partial class DrawObjectsPass { /// /// Used to indicate if the active target of the pass is the back buffer /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public bool m_IsActiveTargetBackBuffer; // TODO: Remove this when we remove non-RG path /// /// Sets up the pass. /// /// Color attachment handle. /// Texture used with rendering layers. /// Depth attachment handle. /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void Setup(RTHandle colorAttachment, RTHandle renderingLayersTexture, RTHandle depthAttachment) { } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } partial class ForwardLights { /// /// Sets up the keywords and data for forward lighting. /// /// /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public void Setup(ScriptableRenderContext context, ref RenderingData renderingData) { } } partial class FinalBlitPass { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } partial class MainLightShadowCasterPass { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } } partial class DrawSkyboxPass { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } partial class RenderObjectsPass { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } } partial class UniversalRenderer { /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData) { } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIHidden)] public override void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData) { } } #endif //!URP_COMPATIBILITY_MODE }