public override void OnInspectorGUI() { DrawDefaultInspector(); // Add a "Reload All" button in inspector when we are in developer's mode if (UnityEditor.EditorPrefs.GetBool("DeveloperMode") && GUILayout.Button("Reload All")) { var resources = target as HDRenderPipelineRayTracingResources; resources = null; ResourceReloader.ReloadAllNullIn(target, HDUtils.GetHDRenderPipelinePath()); } }
public override void OnInspectorGUI() { DrawDefaultInspector(); // Add a "Reload All" button in inspector when we are in developer's mode if (UnityEditor.EditorPrefs.GetBool("DeveloperMode") && GUILayout.Button("Reload All")) { var resources = target as RenderPipelineResources; resources.materials = null; resources.textures = null; resources.shaders = null; resources.shaderGraphs = null; ResourceReloader.ReloadAllNullIn(target); } }
public override void OnInspectorGUI() { DrawDefaultInspector(); // Add a "Reload All" button in inspector when we are in developer's mode if (UnityEditor.EditorPrefs.GetBool("DeveloperMode") && GUILayout.Button("Reload All")) { var resources = target as HDRenderPipelineEditorResources; resources.defaultScene = null; resources.defaultRenderSettingsProfile = null; resources.defaultPostProcessingProfile = null; resources.defaultDiffusionProfileSettingsList = null; resources.materials = null; resources.textures = null; resources.shaders = null; resources.shaderGraphs = null; ResourceReloader.ReloadAllNullIn(target, HDUtils.GetHDRenderPipelinePath()); } }