Editor-specific script interface for.
internal static TierSettings GetTierSettingsImpl(BuildTargetGroup target, GraphicsTier tier) { TierSettings result; EditorGraphicsSettings.INTERNAL_CALL_GetTierSettingsImpl(target, tier, out result); return(result); }
internal static TierSettings GetCurrentTierSettingsImpl() { TierSettings result; EditorGraphicsSettings.INTERNAL_CALL_GetCurrentTierSettingsImpl(out result); return(result); }
public static void SetTierSettings(BuildTargetGroup target, GraphicsTier tier, TierSettings settings) { if (settings.renderingPath == RenderingPath.UsePlayerSettings) { throw new ArgumentException("TierSettings.renderingPath must be actual rendering path (not UsePlayerSettings)", "settings"); } EditorGraphicsSettings.SetTierSettingsImpl(target, tier, settings); EditorGraphicsSettings.OnUpdateTierSettingsImpl(target, true); }
public static void SetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier, PlatformShaderSettings settings) { TierSettings tierSettings = EditorGraphicsSettings.GetTierSettings(target, (GraphicsTier)tier); tierSettings.standardShaderQuality = settings.standardShaderQuality; tierSettings.cascadedShadowMaps = settings.cascadedShadowMaps; tierSettings.reflectionProbeBoxProjection = settings.reflectionProbeBoxProjection; tierSettings.reflectionProbeBlending = settings.reflectionProbeBlending; EditorGraphicsSettings.SetTierSettings(target, (GraphicsTier)tier, tierSettings); }
public static PlatformShaderSettings GetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier) { TierSettings tierSettings = EditorGraphicsSettings.GetTierSettings(target, (GraphicsTier)tier); return(new PlatformShaderSettings { cascadedShadowMaps = tierSettings.cascadedShadowMaps, standardShaderQuality = tierSettings.standardShaderQuality, reflectionProbeBoxProjection = tierSettings.reflectionProbeBoxProjection, reflectionProbeBlending = tierSettings.reflectionProbeBlending }); }
internal static TierSettings GetCurrentTierSettings() { return(EditorGraphicsSettings.GetCurrentTierSettingsImpl()); }
public static TierSettings GetTierSettings(BuildTargetGroup target, GraphicsTier tier) { return(EditorGraphicsSettings.GetTierSettingsImpl(target, tier)); }
internal static void SetTierSettingsImpl(BuildTargetGroup target, GraphicsTier tier, TierSettings settings) { EditorGraphicsSettings.INTERNAL_CALL_SetTierSettingsImpl(target, tier, ref settings); }
public static void SetTierSettings(BuildTargetGroup target, ShaderHardwareTier tier, TierSettings settings) { EditorGraphicsSettings.SetTierSettings(target, (GraphicsTier)tier, settings); }
public static TierSettings GetTierSettings(BuildTargetGroup target, ShaderHardwareTier tier) { return(EditorGraphicsSettings.GetTierSettings(target, (GraphicsTier)tier)); }
public static void SetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier, PlatformShaderSettings settings) { EditorGraphicsSettings.SetShaderSettingsForPlatformImpl(target, tier, settings); EditorGraphicsSettings.OnUpdateShaderSettingsForPlatformImpl(target, true); }
public static PlatformShaderSettings GetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier) { return(EditorGraphicsSettings.GetShaderSettingsForPlatformImpl(target, tier)); }