public virtual void OnEnable() { this.m_Deferred = new GraphicsSettingsInspector.BuiltinShaderSettings(LocalizationDatabase.GetLocalizedString("Deferred|Shader settings for Deferred Shading"), "m_Deferred", base.serializedObject); this.m_DeferredReflections = new GraphicsSettingsInspector.BuiltinShaderSettings(LocalizationDatabase.GetLocalizedString("Deferred Reflections|Shader settings for deferred reflections."), "m_DeferredReflections", base.serializedObject); this.m_ScreenSpaceShadows = new GraphicsSettingsInspector.BuiltinShaderSettings(LocalizationDatabase.GetLocalizedString("Screen Space Shadows|Shader settings for cascaded shadow maps"), "m_ScreenSpaceShadows", base.serializedObject); this.m_LegacyDeferred = new GraphicsSettingsInspector.BuiltinShaderSettings(LocalizationDatabase.GetLocalizedString("Legacy Deferred|Shader settings for Legacy (light prepass) Deferred Lighting"), "m_LegacyDeferred", base.serializedObject); this.m_DepthNormals = new GraphicsSettingsInspector.BuiltinShaderSettings(LocalizationDatabase.GetLocalizedString("Depth Normals|Shader settings for Cameras with depthTextureMode set to DepthTextureMode.DepthNormals"), "m_DepthNormals", base.serializedObject); this.m_MotionVectors = new GraphicsSettingsInspector.BuiltinShaderSettings(LocalizationDatabase.GetLocalizedString("Motion Vectors|Shader for generation of Motion Vectors when the rendering camera has renderMotionVectors set to true"), "m_MotionVectors", base.serializedObject); this.m_LightHalo = new GraphicsSettingsInspector.BuiltinShaderSettings(LocalizationDatabase.GetLocalizedString("Ligtht Halo|Shader settings for light halo"), "m_LightHalo", base.serializedObject); this.m_LensFlare = new GraphicsSettingsInspector.BuiltinShaderSettings(LocalizationDatabase.GetLocalizedString("Lens Flare|Shader settings for lens flare"), "m_LensFlare", base.serializedObject); this.m_AlwaysIncludedShaders = base.serializedObject.FindProperty("m_AlwaysIncludedShaders"); this.m_AlwaysIncludedShaders.isExpanded = true; this.m_PreloadedShaders = base.serializedObject.FindProperty("m_PreloadedShaders"); this.m_PreloadedShaders.isExpanded = true; this.m_LightmapStripping = base.serializedObject.FindProperty("m_LightmapStripping"); this.m_LightmapKeepPlain = base.serializedObject.FindProperty("m_LightmapKeepPlain"); this.m_LightmapKeepDirCombined = base.serializedObject.FindProperty("m_LightmapKeepDirCombined"); this.m_LightmapKeepDirSeparate = base.serializedObject.FindProperty("m_LightmapKeepDirSeparate"); this.m_LightmapKeepDynamicPlain = base.serializedObject.FindProperty("m_LightmapKeepDynamicPlain"); this.m_LightmapKeepDynamicDirCombined = base.serializedObject.FindProperty("m_LightmapKeepDynamicDirCombined"); this.m_LightmapKeepDynamicDirSeparate = base.serializedObject.FindProperty("m_LightmapKeepDynamicDirSeparate"); this.m_FogStripping = base.serializedObject.FindProperty("m_FogStripping"); this.m_FogKeepLinear = base.serializedObject.FindProperty("m_FogKeepLinear"); this.m_FogKeepExp = base.serializedObject.FindProperty("m_FogKeepExp"); this.m_FogKeepExp2 = base.serializedObject.FindProperty("m_FogKeepExp2"); }
public virtual void OnEnable() { this.m_Deferred = new GraphicsSettingsInspector.BuiltinShaderSettings("GraphicsSettings.DeferredSettings", "m_Deferred", base.serializedObject); this.m_LegacyDeferred = new GraphicsSettingsInspector.BuiltinShaderSettings("GraphicsSettings.LegacyDeferredSettings", "m_LegacyDeferred", base.serializedObject); this.m_AlwaysIncludedShaders = base.serializedObject.FindProperty("m_AlwaysIncludedShaders"); this.m_AlwaysIncludedShaders.isExpanded = true; this.m_PreloadedShaders = base.serializedObject.FindProperty("m_PreloadedShaders"); this.m_PreloadedShaders.isExpanded = true; this.m_LightmapStripping = base.serializedObject.FindProperty("m_LightmapStripping"); this.m_LightmapKeepPlain = base.serializedObject.FindProperty("m_LightmapKeepPlain"); this.m_LightmapKeepDirCombined = base.serializedObject.FindProperty("m_LightmapKeepDirCombined"); this.m_LightmapKeepDirSeparate = base.serializedObject.FindProperty("m_LightmapKeepDirSeparate"); this.m_LightmapKeepDynamic = base.serializedObject.FindProperty("m_LightmapKeepDynamic"); this.m_FogStripping = base.serializedObject.FindProperty("m_FogStripping"); this.m_FogKeepLinear = base.serializedObject.FindProperty("m_FogKeepLinear"); this.m_FogKeepExp = base.serializedObject.FindProperty("m_FogKeepExp"); this.m_FogKeepExp2 = base.serializedObject.FindProperty("m_FogKeepExp2"); }
public virtual void OnEnable() { this.m_Deferred = new GraphicsSettingsInspector.BuiltinShaderSettings(LocalizationDatabase.GetLocalizedString("Deferred|Shader settings for Deferred Shading"), "m_Deferred", this.serializedObject); this.m_DeferredReflections = new GraphicsSettingsInspector.BuiltinShaderSettings(LocalizationDatabase.GetLocalizedString("Deferred Reflections|Shader settings for deferred reflections."), "m_DeferredReflections", this.serializedObject); this.m_LegacyDeferred = new GraphicsSettingsInspector.BuiltinShaderSettings(LocalizationDatabase.GetLocalizedString("Legacy Deferred|Shader settings for Legacy (light prepass) Deferred Lighting"), "m_LegacyDeferred", this.serializedObject); this.m_AlwaysIncludedShaders = this.serializedObject.FindProperty("m_AlwaysIncludedShaders"); this.m_AlwaysIncludedShaders.isExpanded = true; this.m_PreloadedShaders = this.serializedObject.FindProperty("m_PreloadedShaders"); this.m_PreloadedShaders.isExpanded = true; this.m_LightmapStripping = this.serializedObject.FindProperty("m_LightmapStripping"); this.m_LightmapKeepPlain = this.serializedObject.FindProperty("m_LightmapKeepPlain"); this.m_LightmapKeepDirCombined = this.serializedObject.FindProperty("m_LightmapKeepDirCombined"); this.m_LightmapKeepDirSeparate = this.serializedObject.FindProperty("m_LightmapKeepDirSeparate"); this.m_LightmapKeepDynamicPlain = this.serializedObject.FindProperty("m_LightmapKeepDynamicPlain"); this.m_LightmapKeepDynamicDirCombined = this.serializedObject.FindProperty("m_LightmapKeepDynamicDirCombined"); this.m_LightmapKeepDynamicDirSeparate = this.serializedObject.FindProperty("m_LightmapKeepDynamicDirSeparate"); this.m_FogStripping = this.serializedObject.FindProperty("m_FogStripping"); this.m_FogKeepLinear = this.serializedObject.FindProperty("m_FogKeepLinear"); this.m_FogKeepExp = this.serializedObject.FindProperty("m_FogKeepExp"); this.m_FogKeepExp2 = this.serializedObject.FindProperty("m_FogKeepExp2"); }