void OnEnable() { m_GeneralSettingsFoldout = new SavedBool($"{target.GetType()}.GeneralSettingsFoldout", false); m_QualitySettingsFoldout = new SavedBool($"{target.GetType()}.QualitySettingsFoldout", false); m_LightingSettingsFoldout = new SavedBool($"{target.GetType()}.LightingSettingsFoldout", false); m_ShadowSettingsFoldout = new SavedBool($"{target.GetType()}.ShadowSettingsFoldout", false); m_PostProcessingSettingsFoldout = new SavedBool($"{target.GetType()}.PostProcessingSettingsFoldout", false); m_AdvancedSettingsFoldout = new SavedBool($"{target.GetType()}.AdvancedSettingsFoldout", false); m_AdaptivePerformanceFoldout = new SavedBool($"{target.GetType()}.AdaptivePerformanceFoldout", false); m_RendererDataProp = serializedObject.FindProperty("m_RendererDataList"); m_DefaultRendererProp = serializedObject.FindProperty("m_DefaultRendererIndex"); m_RendererDataList = new ReorderableList(serializedObject, m_RendererDataProp, false, true, true, true); DrawRendererListLayout(m_RendererDataList, m_RendererDataProp); m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture"); m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture"); m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling"); m_SupportsTerrainHolesProp = serializedObject.FindProperty("m_SupportsTerrainHoles"); m_HDR = serializedObject.FindProperty("m_SupportsHDR"); m_MSAA = serializedObject.FindProperty("m_MSAA"); m_RenderScale = serializedObject.FindProperty("m_RenderScale"); m_MainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode"); m_MainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported"); m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution"); m_AdditionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode"); m_AdditionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit"); m_AdditionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported"); m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution"); m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance"); // Marked by Bioum m_ShadowFadeProp = serializedObject.FindProperty("m_ShadowFade"); // Marked by Bioum m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades"); m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); m_ShadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias"); m_ShadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias"); m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported"); m_SRPBatcher = serializedObject.FindProperty("m_UseSRPBatcher"); m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching"); m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported"); m_DebugLevelProp = serializedObject.FindProperty("m_DebugLevel"); m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel"); m_PostProcessingFeatureSet = serializedObject.FindProperty("m_PostProcessingFeatureSet"); m_ColorGradingMode = serializedObject.FindProperty("m_ColorGradingMode"); m_ColorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize"); m_UseAdaptivePerformance = serializedObject.FindProperty("m_UseAdaptivePerformance"); selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue; }
void OnEnable() { m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture"); m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture"); m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling"); m_HDR = serializedObject.FindProperty("m_SupportsHDR"); m_MSAA = serializedObject.FindProperty("m_MSAA"); m_RenderScale = serializedObject.FindProperty("m_RenderScale"); m_MainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode"); m_MainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported"); m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution"); m_AdditionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode"); m_AdditionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit"); m_AdditionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported"); m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution"); m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance"); m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades"); m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); m_ShadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias"); m_ShadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias"); m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported"); m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching"); m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported"); m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel"); selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue; }
void DrawLightingSettings() { m_LightingSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_LightingSettingsFoldout.value, Styles.lightingSettingsText); if (m_LightingSettingsFoldout.value) { EditorGUI.indentLevel++; // Main Light bool disableGroup = false; EditorGUI.BeginDisabledGroup(disableGroup); CoreEditorUtils.DrawPopup(Styles.mainLightRenderingModeText, m_MainLightRenderingModeProp, Styles.mainLightOptions); EditorGUI.EndDisabledGroup(); EditorGUI.indentLevel++; disableGroup |= !m_MainLightRenderingModeProp.boolValue; EditorGUI.BeginDisabledGroup(disableGroup); EditorGUILayout.PropertyField(m_MainLightShadowsSupportedProp, Styles.supportsMainLightShadowsText); EditorGUI.EndDisabledGroup(); disableGroup |= !m_MainLightShadowsSupportedProp.boolValue; EditorGUI.BeginDisabledGroup(disableGroup); EditorGUILayout.PropertyField(m_MainLightShadowmapResolutionProp, Styles.mainLightShadowmapResolutionText); EditorGUI.EndDisabledGroup(); EditorGUI.indentLevel--; EditorGUILayout.Space(); // Additional light selectedLightRenderingMode = (LightRenderingMode)EditorGUILayout.EnumPopup(Styles.addditionalLightsRenderingModeText, selectedLightRenderingMode); m_AdditionalLightsRenderingModeProp.intValue = (int)selectedLightRenderingMode; EditorGUI.indentLevel++; disableGroup = m_AdditionalLightsRenderingModeProp.intValue == (int)LightRenderingMode.Disabled; EditorGUI.BeginDisabledGroup(disableGroup); m_AdditionalLightsPerObjectLimitProp.intValue = EditorGUILayout.IntSlider(Styles.perObjectLimit, m_AdditionalLightsPerObjectLimitProp.intValue, 0, UniversalRenderPipeline.maxPerObjectLights); EditorGUI.EndDisabledGroup(); disableGroup |= (m_AdditionalLightsPerObjectLimitProp.intValue == 0 || m_AdditionalLightsRenderingModeProp.intValue != (int)LightRenderingMode.PerPixel); EditorGUI.BeginDisabledGroup(disableGroup); EditorGUILayout.PropertyField(m_AdditionalLightShadowsSupportedProp, Styles.supportsAdditionalShadowsText); EditorGUI.EndDisabledGroup(); disableGroup |= !m_AdditionalLightShadowsSupportedProp.boolValue; EditorGUI.BeginDisabledGroup(disableGroup); EditorGUILayout.PropertyField(m_AdditionalLightShadowmapResolutionProp, Styles.additionalLightsShadowmapResolution); DrawShadowResolutionTierSettings(); EditorGUI.EndDisabledGroup(); EditorGUI.indentLevel--; EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.Space(); } EditorGUILayout.EndFoldoutHeaderGroup(); }
void OnEnable() { m_GeneralSettingsFoldout = new SavedBool($"{target.GetType()}.GeneralSettingsFoldout", false); m_QualitySettingsFoldout = new SavedBool($"{target.GetType()}.QualitySettingsFoldout", false); m_LightingSettingsFoldout = new SavedBool($"{target.GetType()}.LightingSettingsFoldout", false); m_ShadowSettingsFoldout = new SavedBool($"{target.GetType()}.ShadowSettingsFoldout", false); m_PostProcessingSettingsFoldout = new SavedBool($"{target.GetType()}.PostProcessingSettingsFoldout", false); m_AdvancedSettingsFoldout = new SavedBool($"{target.GetType()}.AdvancedSettingsFoldout", false); m_RendererTypeProp = serializedObject.FindProperty("m_RendererType"); m_RendererDataProp = serializedObject.FindProperty("m_RendererData"); m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture"); m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture"); m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling"); m_HDR = serializedObject.FindProperty("m_SupportsHDR"); m_MSAA = serializedObject.FindProperty("m_MSAA"); m_RenderScale = serializedObject.FindProperty("m_RenderScale"); m_MainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode"); m_MainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported"); m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution"); m_AdditionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode"); m_AdditionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit"); m_AdditionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported"); m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution"); m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance"); m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades"); m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); m_ShadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias"); m_ShadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias"); m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported"); m_SRPBatcher = serializedObject.FindProperty("m_UseSRPBatcher"); m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching"); m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported"); m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel"); m_ColorGradingMode = serializedObject.FindProperty("m_ColorGradingMode"); m_ColorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize"); selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue; }
void OnEnable() { m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture"); m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture"); m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling"); m_RequireDepthNormalsTextureProp = serializedObject.FindProperty("m_RequireDepthNormalsTexture"); _SupportsOITProp = serializedObject.FindProperty("_supportsOIT"); _MomentsCountProp = serializedObject.FindProperty("_momentsCount"); _MomentsPrecisionProp = serializedObject.FindProperty("_momentsPrecision"); m_HDR = serializedObject.FindProperty("m_SupportsHDR"); m_MSAA = serializedObject.FindProperty("m_MSAA"); m_RenderScale = serializedObject.FindProperty("m_RenderScale"); m_MainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode"); m_MainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported"); m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution"); m_AdditionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode"); m_AdditionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit"); m_AdditionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported"); m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution"); m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance"); m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades"); m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); m_ShadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias"); m_ShadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias"); m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported"); m_MainCharacterShadowsSupportedProp = serializedObject.FindProperty("m_SupportsMainCharacterShadows"); m_MainCharacterShadowmapResolutionProp = serializedObject.FindProperty("m_MainCharacterShadowmapResolution"); _DeepShadowMapsSupportedProp = serializedObject.FindProperty("_SupportsDeepShadowMaps"); _DeepShadowMapsSizeProp = serializedObject.FindProperty("_DeepShadowMapsSize"); _DeepShadowMapsDepthProp = serializedObject.FindProperty("_DeepShadowMapsDepth"); _DeepShadowMapsBlurOffsetProp = serializedObject.FindProperty("_DeepShadowMapsBlurOffset"); m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching"); m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported"); m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel"); selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue; }
void DrawLightingSettings() { m_LightingSettingsFoldout = EditorGUILayout.Foldout(m_LightingSettingsFoldout, Styles.lightingSettingsText); if (m_LightingSettingsFoldout) { EditorGUI.indentLevel++; // Main Light bool disableGroup = false; EditorGUI.BeginDisabledGroup(disableGroup); CoreEditorUtils.DrawPopup(Styles.mainLightRenderingModeText, m_MainLightRenderingModeProp, Styles.mainLightOptions); EditorGUI.EndDisabledGroup(); EditorGUI.indentLevel++; disableGroup |= !m_MainLightRenderingModeProp.boolValue; bool mcDisableGroup = disableGroup; bool dsmDisableGroup = disableGroup; EditorGUI.BeginDisabledGroup(disableGroup); EditorGUILayout.PropertyField(m_MainLightShadowsSupportedProp, Styles.supportsMainLightShadowsText); EditorGUI.EndDisabledGroup(); disableGroup |= !m_MainLightShadowsSupportedProp.boolValue; EditorGUI.BeginDisabledGroup(disableGroup); EditorGUILayout.PropertyField(m_MainLightShadowmapResolutionProp, Styles.mainLightShadowmapResolutionText); EditorGUI.EndDisabledGroup(); EditorGUI.BeginDisabledGroup(mcDisableGroup); EditorGUILayout.PropertyField(m_MainCharacterShadowsSupportedProp, Styles.supportsMainCharacterShadowsText); EditorGUI.EndDisabledGroup(); mcDisableGroup |= !m_MainCharacterShadowsSupportedProp.boolValue; EditorGUI.BeginDisabledGroup(mcDisableGroup); EditorGUILayout.PropertyField(m_MainCharacterShadowmapResolutionProp, Styles.mainCharacterShadowmapResolutionText); EditorGUI.EndDisabledGroup(); EditorGUI.BeginDisabledGroup(dsmDisableGroup); EditorGUILayout.PropertyField(_DeepShadowMapsSupportedProp, Styles.supportsDeepShadowMapsText); EditorGUI.EndDisabledGroup(); dsmDisableGroup |= !_DeepShadowMapsSupportedProp.boolValue; EditorGUI.BeginDisabledGroup(dsmDisableGroup); EditorGUILayout.PropertyField(_DeepShadowMapsSizeProp, Styles.deepShadowMapsSizeText); EditorGUILayout.PropertyField(_DeepShadowMapsDepthProp, Styles.deepShadowMapsDepthText); EditorGUILayout.PropertyField(_DeepShadowMapsBlurOffsetProp, Styles.deepShadowMapsBlurOffsetText); EditorGUI.EndDisabledGroup(); EditorGUI.indentLevel--; EditorGUILayout.Space(); // Additional light selectedLightRenderingMode = (LightRenderingMode)EditorGUILayout.EnumPopup(Styles.addditionalLightsRenderingModeText, selectedLightRenderingMode); m_AdditionalLightsRenderingModeProp.intValue = (int)selectedLightRenderingMode; EditorGUI.indentLevel++; disableGroup = m_AdditionalLightsRenderingModeProp.intValue == (int)LightRenderingMode.Disabled; EditorGUI.BeginDisabledGroup(disableGroup); m_AdditionalLightsPerObjectLimitProp.intValue = EditorGUILayout.IntSlider(Styles.perObjectLimit, m_AdditionalLightsPerObjectLimitProp.intValue, 0, k_MaxSupportedPerObjectLights); EditorGUI.EndDisabledGroup(); disableGroup |= (m_AdditionalLightsPerObjectLimitProp.intValue == 0 || m_AdditionalLightsRenderingModeProp.intValue != (int)LightRenderingMode.PerPixel); EditorGUI.BeginDisabledGroup(disableGroup); EditorGUILayout.PropertyField(m_AdditionalLightShadowsSupportedProp, Styles.supportsAdditionalShadowsText); EditorGUI.EndDisabledGroup(); disableGroup |= !m_AdditionalLightShadowsSupportedProp.boolValue; EditorGUI.BeginDisabledGroup(disableGroup); EditorGUILayout.PropertyField(m_AdditionalLightShadowmapResolutionProp, Styles.additionalLightsShadowmapResolution); EditorGUI.EndDisabledGroup(); EditorGUI.indentLevel--; EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.Space(); } }
void OnEnable() { m_GeneralSettingsFoldout = new SavedBool($"{target.GetType()}.GeneralSettingsFoldout", false); m_QualitySettingsFoldout = new SavedBool($"{target.GetType()}.QualitySettingsFoldout", false); m_LightingSettingsFoldout = new SavedBool($"{target.GetType()}.LightingSettingsFoldout", false); m_ShadowSettingsFoldout = new SavedBool($"{target.GetType()}.ShadowSettingsFoldout", false); m_PostProcessingSettingsFoldout = new SavedBool($"{target.GetType()}.PostProcessingSettingsFoldout", false); m_AdvancedSettingsFoldout = new SavedBool($"{target.GetType()}.AdvancedSettingsFoldout", false); m_AdaptivePerformanceFoldout = new SavedBool($"{target.GetType()}.AdaptivePerformanceFoldout", false); m_RendererDataProp = serializedObject.FindProperty("m_RendererDataList"); m_DefaultRendererProp = serializedObject.FindProperty("m_DefaultRendererIndex"); m_RendererDataList = new ReorderableList(serializedObject, m_RendererDataProp, true, true, true, true); DrawRendererListLayout(m_RendererDataList, m_RendererDataProp); m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture"); m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture"); m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling"); m_SupportsTerrainHolesProp = serializedObject.FindProperty("m_SupportsTerrainHoles"); m_HDR = serializedObject.FindProperty("m_SupportsHDR"); m_MSAA = serializedObject.FindProperty("m_MSAA"); m_RenderScale = serializedObject.FindProperty("m_RenderScale"); m_MainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode"); m_MainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported"); m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution"); m_AdditionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode"); m_AdditionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit"); m_AdditionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported"); m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution"); m_AdditionalLightsShadowResolutionTierLowProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierLow"); m_AdditionalLightsShadowResolutionTierMediumProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierMedium"); m_AdditionalLightsShadowResolutionTierHighProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierHigh"); m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance"); m_ShadowCascadeCountProp = serializedObject.FindProperty("m_ShadowCascadeCount"); m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); m_ShadowCascade3SplitProp = serializedObject.FindProperty("m_Cascade3Split"); m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); m_ShadowCascadeBorderProp = serializedObject.FindProperty("m_CascadeBorder"); m_ShadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias"); m_ShadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias"); m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported"); m_SRPBatcher = serializedObject.FindProperty("m_UseSRPBatcher"); m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching"); m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported"); m_DebugLevelProp = serializedObject.FindProperty("m_DebugLevel"); m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel"); m_ColorGradingMode = serializedObject.FindProperty("m_ColorGradingMode"); m_ColorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize"); m_UseFastSRGBLinearConversion = serializedObject.FindProperty("m_UseFastSRGBLinearConversion"); m_UseAdaptivePerformance = serializedObject.FindProperty("m_UseAdaptivePerformance"); selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue; string Key = "Universal_Shadow_Setting_Unit:UI_State"; m_State = new EditorPrefBoolFlags <EditorUtils.Unit>(Key); }