Add a settings group
To add a custom graphics settings group to a Scriptable Render Pipeline, implement the IRenderPipelineGraphicsSettings
interface.
Follow these steps:
Create a class that implements the
IRenderPipelineGraphicsSettings
interface, then add a[Serializable]
attribute.To set which render pipeline the setting applies to, add a
[SupportedOnRenderPipeline]
attribute and pass in aRenderPipelineAsset
type.Note: If you don't add a
[SupportedOnRenderPipeline]
attribute, the setting applies to any Scriptable Render Pipeline. However each Scriptable Render Pipeline stores its own value for the setting.Implement the
version
property. Unity doesn't currently use theversion
property, but you must implement it.
Unity adds the new settings group to the Edit > Project Settings > Graphics window.
For example, the following script adds a settings group called My Settings in the Graphics settings window of the Universal Render Pipeline (URP).
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
// Create a new settings group by implementing the IRenderPipelineGraphicsSettings interface
public class MySettings : IRenderPipelineGraphicsSettings
{
// Add a private field for the version property
int internalVersion = 1;
// Implement the public version property
public int version => internalVersion;
}
The Edit > Project Settings > Graphics window with the new custom settings group from the example script.
Change the display order of settings groups
To change where a settings group appears, use the [UnityEngine.Categorization.CategoryInfo]
attribute. For example, the following code gives the settings group the name My Settings and moves the group to the top of the graphics settings window.
[UnityEngine.Categorization.CategoryInfo(Name = "My Settings", Order = 0)]
public class MySettings : IRenderPipelineGraphicsSettings
{
...
}