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()); }
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>(); }