Version: 2023.2
LanguageEnglish
  • C#

SupportedOnRenderPipelineAttribute

class in UnityEngine.Rendering

/

Implemented in:UnityEngine.CoreModule

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Description

Set which render pipelines make a class active.

Add [SupportedOnRenderPipeline] above a class to set which Render Pipeline Assets make a class active. For example, [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset)).

[SupportedOnRenderPipeline] works only with some attributes - for example, CustomEditor. You can use [SupportedOnRenderPipeline] without an argument if you want all Scriptable Render Pipeline Assets to make the class active. The following example makes the BehaviourEditor class active when any Scriptable Render Pipeline asset is active.

using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;

[CustomEditor(typeof(Behaviour))] [SupportedOnRenderPipeline] public class BehaviourEditor : Editor { public override void OnInspectorGUI() { EditorGUILayout.LabelField($"{nameof(BehaviourEditor)} is supported on the currently active render pipeline."); } }

public class Behaviour : MonoBehaviour { }

See Also: RenderPipelineAsset.

Properties

isSupportedOnCurrentPipelineThe value is true if the current RenderPipelineAsset supports the attribute.
renderPipelineTypesThe Render Pipeline Assets that support the attribute.

Public Methods

GetSupportedModeUse SupportedOnRenderPipelineAttribute.GetSupportedMode to find out whether a RenderPipelineAsset supports the attribute.

Static Methods

IsTypeSupportedOnRenderPipelineUse this method to determine whether a type has the SupportedOnRenderPipelineAttribute attribute and determine whether a RenderPipelineAsset type supports that attribute.
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