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);
        }
예제 #3
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 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));
 }