class in UnityEditor
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Tells an Editor class which run-time type it's an editor for when the given RenderPipeline is activated.
When you make a custom editor for a component that changes based on the active RenderPipeline you need to put this attribute on the class.
See Also: Editor class.
|CustomEditorForRenderPipelineAttribute||Defines which object type the custom editor class can edit.|
|isFallback||If true, match this editor only if all non-fallback editors do not match. Defaults to false.|