using UnityEngine.Rendering;
namespace UnityEditor.Rendering
{
[CustomEditor(typeof(ProbeVolumesOptions))]
sealed class ProbeVolumesOptionsEditor : VolumeComponentEditor
{
SerializedDataParameter m_NormalBias;
SerializedDataParameter m_ViewBias;
SerializedDataParameter m_ScaleBiasMinProbeDistance;
SerializedDataParameter m_SamplingNoise;
SerializedDataParameter m_LeakReductionMode;
SerializedDataParameter m_AnimateNoise;
SerializedDataParameter m_OcclusionOnlyNormalization;
SerializedDataParameter m_IntensityMultiplier;
SerializedDataParameter m_SkyOcclusionIntensityMultiplier;
SerializedDataParameter m_WorldOffset;
public override void OnEnable()
{
var o = new PropertyFetcher<ProbeVolumesOptions>(serializedObject);
m_NormalBias = Unpack(o.Find(x => x.normalBias));
m_ViewBias = Unpack(o.Find(x => x.viewBias));
m_ScaleBiasMinProbeDistance = Unpack(o.Find(x => x.scaleBiasWithMinProbeDistance));
m_SamplingNoise = Unpack(o.Find(x => x.samplingNoise));
m_LeakReductionMode = Unpack(o.Find(x => x.leakReductionMode));
m_AnimateNoise = Unpack(o.Find(x => x.animateSamplingNoise));
m_OcclusionOnlyNormalization = Unpack(o.Find(x => x.occlusionOnlyReflectionNormalization));
m_IntensityMultiplier = Unpack(o.Find(x => x.intensityMultiplier));
m_SkyOcclusionIntensityMultiplier = Unpack(o.Find(x => x.skyOcclusionIntensityMultiplier));
m_WorldOffset = Unpack(o.Find(x => x.worldOffset));
base.OnEnable();
}
public override void OnInspectorGUI()
{
PropertyField(m_NormalBias);
PropertyField(m_ViewBias);
PropertyField(m_ScaleBiasMinProbeDistance);
PropertyField(m_SamplingNoise);
PropertyField(m_AnimateNoise);
PropertyField(m_LeakReductionMode);
PropertyField(m_OcclusionOnlyNormalization);
PropertyField(m_IntensityMultiplier);
PropertyField(m_SkyOcclusionIntensityMultiplier);
PropertyField(m_WorldOffset);
}
}
}