Exemple #1
0
        void OnEnable()
        {
            m_SerializedCamera = new SerializedHDCamera(serializedObject);
            m_UIState.Reset(m_SerializedCamera, Repaint);

            m_PreviewCamera = EditorUtility.CreateGameObjectWithHideFlags("Preview Camera", HideFlags.HideAndDontSave, typeof(Camera)).GetComponent <Camera>();
            m_PreviewAdditionalCameraData = m_PreviewCamera.gameObject.AddComponent <HDAdditionalCameraData>();
            m_PreviewPostProcessLayer     = m_PreviewCamera.gameObject.AddComponent <PostProcessLayer>();
            m_PreviewCamera.enabled       = false;
            m_PreviewHDCamera             = new HDCamera(m_PreviewCamera);
            m_PreviewHDCamera.Update(m_PreviewPostProcessLayer, m_PreviewAdditionalCameraData.GetFrameSettings());
        }
Exemple #2
0
        void OnEnable()
        {
            m_SerializedCamera = new SerializedHDCamera(serializedObject);
            m_UIState.Reset(m_SerializedCamera, Repaint);

            m_PreviewCamera               = EditorUtility.CreateGameObjectWithHideFlags("Preview Camera", HideFlags.HideAndDontSave, typeof(Camera)).GetComponent <Camera>();
            m_PreviewCamera.enabled       = false;
            m_PreviewCamera.cameraType    = CameraType.Preview; // Must be init before adding HDAdditionalCameraData
            m_PreviewAdditionalCameraData = m_PreviewCamera.gameObject.AddComponent <HDAdditionalCameraData>();
            // Say that we are a camera editor preview and not just a regular preview
            m_PreviewAdditionalCameraData.isEditorCameraPreview = true;
            m_PreviewPostProcessLayer = m_PreviewCamera.gameObject.AddComponent <PostProcessLayer>();
        }