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.
isSupportedOnCurrentPipeline | The value is true if the current RenderPipelineAsset supports the attribute. |
renderPipelineTypes | The Render Pipeline Assets that support the attribute. |
GetSupportedMode | Use SupportedOnRenderPipelineAttribute.GetSupportedMode to find out whether a RenderPipelineAsset supports the attribute. |
IsTypeSupportedOnRenderPipeline | Use this method to determine whether a type has the SupportedOnRenderPipelineAttribute attribute and determine whether a RenderPipelineAsset type supports that attribute. |