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 = GetTierSettings(target, (GraphicsTier)tier); return(new PlatformShaderSettings { cascadedShadowMaps = tierSettings.cascadedShadowMaps, standardShaderQuality = tierSettings.standardShaderQuality, reflectionProbeBoxProjection = tierSettings.reflectionProbeBoxProjection, reflectionProbeBlending = tierSettings.reflectionProbeBlending }); }
public static void SetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier, PlatformShaderSettings settings) { TierSettings settings2 = new TierSettings { standardShaderQuality = settings.standardShaderQuality, cascadedShadowMaps = settings.cascadedShadowMaps, reflectionProbeBoxProjection = settings.reflectionProbeBoxProjection, reflectionProbeBlending = settings.reflectionProbeBlending }; SetTierSettings(target, (GraphicsTier)tier, settings2); }
private static extern void INTERNAL_CALL_GetTierSettingsImpl(BuildTargetGroup target, GraphicsTier tier, out TierSettings value);
private static extern void INTERNAL_CALL_GetCurrentTierSettingsImpl(out TierSettings value);
internal static void SetTierSettingsImpl(BuildTargetGroup target, GraphicsTier tier, TierSettings settings) { EditorGraphicsSettings.INTERNAL_CALL_SetTierSettingsImpl(target, tier, ref settings); }
private static extern void INTERNAL_CALL_SetTierSettingsImpl(BuildTargetGroup target, GraphicsTier tier, ref TierSettings settings);
public static void SetTierSettings(BuildTargetGroup target, ShaderHardwareTier tier, TierSettings settings) { EditorGraphicsSettings.SetTierSettings(target, (GraphicsTier)tier, settings); }
internal static void SetTierSettingsImpl(BuildTargetGroup target, GraphicsTier tier, TierSettings settings) { INTERNAL_CALL_SetTierSettingsImpl(target, tier, ref settings); }
[NativeName("SetTierSettings")] extern internal static void SetTierSettingsImpl(BuildTargetGroup target, GraphicsTier tier, TierSettings settings);
public static void SetTierSettings(NamedBuildTarget target, GraphicsTier tier, TierSettings settings) => SetTierSettings(target.ToBuildTargetGroup(), tier, settings);
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.MakeTierSettingsAutomatic(target, tier, false); EditorGraphicsSettings.OnUpdateTierSettingsImpl(target, true); }
/// <summary> /// 设置发布选项 /// </summary> /// <param name="target"></param> /// <param name="platform_info"></param> /// <param name="cache_channel_info"></param> /// <param name="cache_plat_info"></param> public static void BulidTarget(ePublishPlatformType target, PublishPlatformInfo platform_info, PublishCacheChannelInfo cache_channel_info, PublishCachePlatformInfo cache_plat_info) { BuildTarget buildTarget = GetBuildTargetByType(target); BuildTargetGroup targetGroup = GetTargetGroupByType(target); ///1.全局 PlayerSettings.companyName = "广州硕星"; PlayerSettings.productName = "机甲军团"; ///2.Resolution and Presentatio UIOrientation orientation = UIOrientation.LandscapeLeft; switch (cache_plat_info.Orientation) { case ScreenOrientation.AutoRotation: orientation = UIOrientation.AutoRotation; break; case ScreenOrientation.LandscapeLeft: orientation = UIOrientation.LandscapeLeft; break; case ScreenOrientation.LandscapeRight: orientation = UIOrientation.LandscapeRight; break; case ScreenOrientation.Portrait: orientation = UIOrientation.Portrait; break; case ScreenOrientation.PortraitUpsideDown: orientation = UIOrientation.PortraitUpsideDown; break; } PlayerSettings.defaultInterfaceOrientation = orientation; PlayerSettings.use32BitDisplayBuffer = false; ///3.Icon ///4.Splash Image PlayerSettings.SplashScreen.show = cache_plat_info.EnableUnitySplash; PlayerSettings.SplashScreen.showUnityLogo = cache_plat_info.EnableUnitySplash; ///5.RenderPath UnityEditor.Rendering.TierSettings ts = new UnityEditor.Rendering.TierSettings(); ts.renderingPath = cache_plat_info.RenderPath; UnityEditor.Rendering.EditorGraphicsSettings.SetTierSettings(targetGroup, UnityEngine.Rendering.GraphicsTier.Tier2, ts); ///6.BundleIdentifier PlayerSettings.applicationIdentifier = platform_info.BundleIdentifier; PlayerSettings.bundleVersion = platform_info.BundleVersion; ///7.预定义宏 if (!string.IsNullOrEmpty(platform_info.CompileDefine)) { PlayerSettings.SetScriptingDefineSymbolsForGroup(targetGroup, platform_info.CompileDefine); } ///8.IL2CPP if (target == ePublishPlatformType.Android || target == ePublishPlatformType.iOS) { switch (cache_plat_info.ScriptBackend) { case eScriptingImplementation.IL2CPP: PlayerSettings.SetScriptingBackend(targetGroup, ScriptingImplementation.IL2CPP); break; case eScriptingImplementation.Mono2x: PlayerSettings.SetScriptingBackend(targetGroup, ScriptingImplementation.Mono2x); break; } } ///9.net版本 ApiCompatibilityLevel api_level = ApiCompatibilityLevel.NET_2_0_Subset; switch (cache_plat_info.ApiLevel) { case eApiCompatibilityLevel.NET_2_0: api_level = ApiCompatibilityLevel.NET_2_0; break; case eApiCompatibilityLevel.NET_2_0_Subset: api_level = ApiCompatibilityLevel.NET_2_0_Subset; break; } PlayerSettings.SetApiCompatibilityLevel(targetGroup, api_level); ///9.gpu蒙皮 PlayerSettings.gpuSkinning = cache_plat_info.GUPSkin; switch (target) { case ePublishPlatformType.Android: HandleAndroidPlayerSetting(buildTarget, targetGroup, platform_info, cache_channel_info, cache_plat_info); break; case ePublishPlatformType.iOS: HandleIOSPlayerSetting(buildTarget, targetGroup, platform_info, cache_channel_info, cache_plat_info); break; case ePublishPlatformType.Win64: case ePublishPlatformType.Win32: HandleWinPlayerSetting(buildTarget, targetGroup, platform_info, cache_channel_info, cache_plat_info); break; case ePublishPlatformType.WebGL: HandleWebGLPlayerSetting(buildTarget, targetGroup, platform_info, cache_channel_info, cache_plat_info); break; } }
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"); } SetTierSettingsImpl(target, tier, settings); OnUpdateTierSettingsImpl(target, true); }
public static void SetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier, PlatformShaderSettings settings) { TierSettings settings2 = new TierSettings { standardShaderQuality = settings.standardShaderQuality, cascadedShadowMaps = settings.cascadedShadowMaps, reflectionProbeBoxProjection = settings.reflectionProbeBoxProjection, reflectionProbeBlending = settings.reflectionProbeBlending }; SetTierSettings(target, (GraphicsTier) tier, settings2); }
public void OnGUI() { var resourcePath = GetResourcePath(); var logo = AssetDatabase.LoadAssetAtPath <Texture2D>(resourcePath + "logo.png"); var rect = GUILayoutUtility.GetRect(position.width, 150, GUI.skin.box); if (logo) { GUI.DrawTexture(rect, logo, ScaleMode.ScaleToFit); } EditorGUILayout.HelpBox("Recommended project settings for SteamVR:", MessageType.Warning); scrollPosition = GUILayout.BeginScrollView(scrollPosition); int numItems = 0; if (!EditorPrefs.HasKey(ignore + buildTarget) && EditorUserBuildSettings.activeBuildTarget != recommended_BuildTarget) { ++numItems; GUILayout.Label(buildTarget + string.Format(currentValue, EditorUserBuildSettings.activeBuildTarget)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_BuildTarget))) { EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, recommended_BuildTarget); } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + buildTarget, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + showUnitySplashScreen) && PlayerSettings.SplashScreen.show != recommended_ShowUnitySplashScreen) { ++numItems; GUILayout.Label(showUnitySplashScreen + string.Format(currentValue, PlayerSettings.SplashScreen.show)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_ShowUnitySplashScreen))) { PlayerSettings.SplashScreen.show = recommended_ShowUnitySplashScreen; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + showUnitySplashScreen, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + defaultIsFullScreen) && PlayerSettings.defaultIsFullScreen != recommended_DefaultIsFullScreen) { ++numItems; GUILayout.Label(defaultIsFullScreen + string.Format(currentValue, PlayerSettings.defaultIsFullScreen)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_DefaultIsFullScreen))) { PlayerSettings.defaultIsFullScreen = recommended_DefaultIsFullScreen; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + defaultIsFullScreen, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + defaultScreenSize) && (PlayerSettings.defaultScreenWidth != recommended_DefaultScreenWidth || PlayerSettings.defaultScreenHeight != recommended_DefaultScreenHeight)) { ++numItems; GUILayout.Label(defaultScreenSize + string.Format(" ({0}x{1})", PlayerSettings.defaultScreenWidth, PlayerSettings.defaultScreenHeight)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format("Use recommended ({0}x{1})", recommended_DefaultScreenWidth, recommended_DefaultScreenHeight))) { PlayerSettings.defaultScreenWidth = recommended_DefaultScreenWidth; PlayerSettings.defaultScreenHeight = recommended_DefaultScreenHeight; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + defaultScreenSize, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + runInBackground) && PlayerSettings.runInBackground != recommended_RunInBackground) { ++numItems; GUILayout.Label(runInBackground + string.Format(currentValue, PlayerSettings.runInBackground)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_RunInBackground))) { PlayerSettings.runInBackground = recommended_RunInBackground; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + runInBackground, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + displayResolutionDialog) && PlayerSettings.displayResolutionDialog != recommended_DisplayResolutionDialog) { ++numItems; GUILayout.Label(displayResolutionDialog + string.Format(currentValue, PlayerSettings.displayResolutionDialog)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_DisplayResolutionDialog))) { PlayerSettings.displayResolutionDialog = recommended_DisplayResolutionDialog; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + displayResolutionDialog, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + resizableWindow) && PlayerSettings.resizableWindow != recommended_ResizableWindow) { ++numItems; GUILayout.Label(resizableWindow + string.Format(currentValue, PlayerSettings.resizableWindow)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_ResizableWindow))) { PlayerSettings.resizableWindow = recommended_ResizableWindow; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + resizableWindow, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + fullscreenMode) && PlayerSettings.d3d11FullscreenMode != recommended_FullscreenMode) { ++numItems; GUILayout.Label(fullscreenMode + string.Format(currentValue, PlayerSettings.d3d11FullscreenMode)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_FullscreenMode))) { PlayerSettings.d3d11FullscreenMode = recommended_FullscreenMode; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + fullscreenMode, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + visibleInBackground) && PlayerSettings.visibleInBackground != recommended_VisibleInBackground) { ++numItems; GUILayout.Label(visibleInBackground + string.Format(currentValue, PlayerSettings.visibleInBackground)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_VisibleInBackground))) { PlayerSettings.visibleInBackground = recommended_VisibleInBackground; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + visibleInBackground, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + renderingPath) && UnityEditor.Rendering.EditorGraphicsSettings.GetTierSettings(BuildTargetGroup.Standalone, UnityEngine.Rendering.GraphicsTier.Tier3).renderingPath != recommended_RenderPath) { ++numItems; GUILayout.Label(renderingPath + string.Format(currentValue, UnityEditor.Rendering.EditorGraphicsSettings.GetTierSettings(BuildTargetGroup.Standalone, UnityEngine.Rendering.GraphicsTier.Tier3).renderingPath)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_RenderPath) + " - required for MSAA")) { UnityEditor.Rendering.TierSettings tierSettings = UnityEditor.Rendering.EditorGraphicsSettings.GetTierSettings(BuildTargetGroup.Standalone, UnityEngine.Rendering.GraphicsTier.Tier3); tierSettings.renderingPath = recommended_RenderPath; UnityEditor.Rendering.EditorGraphicsSettings.SetTierSettings(BuildTargetGroup.Standalone, UnityEngine.Rendering.GraphicsTier.Tier3, tierSettings); } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + renderingPath, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + colorSpace) && PlayerSettings.colorSpace != recommended_ColorSpace) { ++numItems; GUILayout.Label(colorSpace + string.Format(currentValue, PlayerSettings.colorSpace)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_ColorSpace) + " - requires reloading scene")) { PlayerSettings.colorSpace = recommended_ColorSpace; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + colorSpace, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + gpuSkinning) && PlayerSettings.gpuSkinning != recommended_GpuSkinning) { ++numItems; GUILayout.Label(gpuSkinning + string.Format(currentValue, PlayerSettings.gpuSkinning)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_GpuSkinning))) { PlayerSettings.gpuSkinning = recommended_GpuSkinning; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + gpuSkinning, true); } GUILayout.EndHorizontal(); } #if false if (!EditorPrefs.HasKey(ignore + singlePassStereoRendering) && PlayerSettings.singlePassStereoRendering != recommended_SinglePassStereoRendering) { ++numItems; GUILayout.Label(singlePassStereoRendering + string.Format(currentValue, PlayerSettings.singlePassStereoRendering)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_SinglePassStereoRendering))) { PlayerSettings.singlePassStereoRendering = recommended_SinglePassStereoRendering; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + singlePassStereoRendering, true); } GUILayout.EndHorizontal(); } #endif GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("Clear All Ignores")) { EditorPrefs.DeleteKey(ignore + buildTarget); EditorPrefs.DeleteKey(ignore + showUnitySplashScreen); EditorPrefs.DeleteKey(ignore + defaultIsFullScreen); EditorPrefs.DeleteKey(ignore + defaultScreenSize); EditorPrefs.DeleteKey(ignore + runInBackground); EditorPrefs.DeleteKey(ignore + displayResolutionDialog); EditorPrefs.DeleteKey(ignore + resizableWindow); EditorPrefs.DeleteKey(ignore + fullscreenMode); EditorPrefs.DeleteKey(ignore + visibleInBackground); EditorPrefs.DeleteKey(ignore + renderingPath); EditorPrefs.DeleteKey(ignore + colorSpace); EditorPrefs.DeleteKey(ignore + gpuSkinning); #if false EditorPrefs.DeleteKey(ignore + singlePassStereoRendering); #endif } GUILayout.EndHorizontal(); GUILayout.EndScrollView(); GUILayout.FlexibleSpace(); GUILayout.BeginHorizontal(); if (numItems > 0) { if (GUILayout.Button("Accept All")) { // Only set those that have not been explicitly ignored. if (!EditorPrefs.HasKey(ignore + buildTarget)) { EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, recommended_BuildTarget); } if (!EditorPrefs.HasKey(ignore + showUnitySplashScreen)) { PlayerSettings.SplashScreen.show = recommended_ShowUnitySplashScreen; } if (!EditorPrefs.HasKey(ignore + defaultIsFullScreen)) { PlayerSettings.defaultIsFullScreen = recommended_DefaultIsFullScreen; } if (!EditorPrefs.HasKey(ignore + defaultScreenSize)) { PlayerSettings.defaultScreenWidth = recommended_DefaultScreenWidth; PlayerSettings.defaultScreenHeight = recommended_DefaultScreenHeight; } if (!EditorPrefs.HasKey(ignore + runInBackground)) { PlayerSettings.runInBackground = recommended_RunInBackground; } if (!EditorPrefs.HasKey(ignore + displayResolutionDialog)) { PlayerSettings.displayResolutionDialog = recommended_DisplayResolutionDialog; } if (!EditorPrefs.HasKey(ignore + resizableWindow)) { PlayerSettings.resizableWindow = recommended_ResizableWindow; } if (!EditorPrefs.HasKey(ignore + fullscreenMode)) { PlayerSettings.d3d11FullscreenMode = recommended_FullscreenMode; } if (!EditorPrefs.HasKey(ignore + visibleInBackground)) { PlayerSettings.visibleInBackground = recommended_VisibleInBackground; } if (!EditorPrefs.HasKey(ignore + renderingPath)) { UnityEditor.Rendering.TierSettings tierSettings = UnityEditor.Rendering.EditorGraphicsSettings.GetTierSettings(BuildTargetGroup.Standalone, UnityEngine.Rendering.GraphicsTier.Tier3); tierSettings.renderingPath = recommended_RenderPath; UnityEditor.Rendering.EditorGraphicsSettings.SetTierSettings(BuildTargetGroup.Standalone, UnityEngine.Rendering.GraphicsTier.Tier3, tierSettings); } if (!EditorPrefs.HasKey(ignore + colorSpace)) { PlayerSettings.colorSpace = recommended_ColorSpace; } if (!EditorPrefs.HasKey(ignore + gpuSkinning)) { PlayerSettings.gpuSkinning = recommended_GpuSkinning; } #if false if (!EditorPrefs.HasKey(ignore + singlePassStereoRendering)) { PlayerSettings.singlePassStereoRendering = recommended_SinglePassStereoRendering; } #endif EditorUtility.DisplayDialog("Accept All", "You made the right choice!", "Ok"); Close(); } if (GUILayout.Button("Ignore All")) { if (EditorUtility.DisplayDialog("Ignore All", "Are you sure?", "Yes, Ignore All", "Cancel")) { // Only ignore those that do not currently match our recommended settings. if (EditorUserBuildSettings.activeBuildTarget != recommended_BuildTarget) { EditorPrefs.SetBool(ignore + buildTarget, true); } if (PlayerSettings.SplashScreen.show != recommended_ShowUnitySplashScreen) { EditorPrefs.SetBool(ignore + showUnitySplashScreen, true); } if (PlayerSettings.defaultIsFullScreen != recommended_DefaultIsFullScreen) { EditorPrefs.SetBool(ignore + defaultIsFullScreen, true); } if (PlayerSettings.defaultScreenWidth != recommended_DefaultScreenWidth || PlayerSettings.defaultScreenHeight != recommended_DefaultScreenHeight) { EditorPrefs.SetBool(ignore + defaultScreenSize, true); } if (PlayerSettings.runInBackground != recommended_RunInBackground) { EditorPrefs.SetBool(ignore + runInBackground, true); } if (PlayerSettings.displayResolutionDialog != recommended_DisplayResolutionDialog) { EditorPrefs.SetBool(ignore + displayResolutionDialog, true); } if (PlayerSettings.resizableWindow != recommended_ResizableWindow) { EditorPrefs.SetBool(ignore + resizableWindow, true); } if (PlayerSettings.d3d11FullscreenMode != recommended_FullscreenMode) { EditorPrefs.SetBool(ignore + fullscreenMode, true); } if (PlayerSettings.visibleInBackground != recommended_VisibleInBackground) { EditorPrefs.SetBool(ignore + visibleInBackground, true); } if (UnityEditor.Rendering.EditorGraphicsSettings.GetTierSettings(BuildTargetGroup.Standalone, UnityEngine.Rendering.GraphicsTier.Tier3).renderingPath != recommended_RenderPath) { EditorPrefs.SetBool(ignore + renderingPath, true); } if (PlayerSettings.colorSpace != recommended_ColorSpace) { EditorPrefs.SetBool(ignore + colorSpace, true); } if (PlayerSettings.gpuSkinning != recommended_GpuSkinning) { EditorPrefs.SetBool(ignore + gpuSkinning, true); } #if false if (PlayerSettings.singlePassStereoRendering != recommended_SinglePassStereoRendering) { EditorPrefs.SetBool(ignore + singlePassStereoRendering, true); } #endif Close(); } } } else if (GUILayout.Button("Close")) { Close(); } GUILayout.EndHorizontal(); }
public static void SetTierSettings(BuildTargetGroup target, ShaderHardwareTier tier, TierSettings settings) { SetTierSettings(target, (GraphicsTier) tier, settings); }