public override void OnInspectorGUI() { this.serializedObject.Update(); bool calcLightmapStripping = false; bool calcFogStripping = false; GUILayout.Label(GraphicsSettingsInspector.Styles.builtinSettings, EditorStyles.boldLabel, new GUILayoutOption[0]); this.m_Deferred.DoGUI(); EditorGUI.BeginChangeCheck(); this.m_DeferredReflections.DoGUI(); if (EditorGUI.EndChangeCheck()) { ShaderUtil.ReloadAllShaders(); } this.m_LegacyDeferred.DoGUI(); EditorGUILayout.PropertyField(this.m_AlwaysIncludedShaders, true, new GUILayoutOption[0]); EditorGUILayout.Space(); GUILayout.Label(GraphicsSettingsInspector.Styles.shaderStrippingSettings, EditorStyles.boldLabel, new GUILayoutOption[0]); this.LightmapStrippingGUI(out calcLightmapStripping); this.FogStrippingGUI(out calcFogStripping); this.ShaderPreloadGUI(); this.serializedObject.ApplyModifiedProperties(); if (calcLightmapStripping) { ShaderUtil.CalculateLightmapStrippingFromCurrentScene(); } if (!calcFogStripping) { return; } ShaderUtil.CalculateFogStrippingFromCurrentScene(); }
public override void OnInspectorGUI() { base.serializedObject.Update(); this.m_Deferred.DoGUI(); EditorGUI.BeginChangeCheck(); this.m_DeferredReflections.DoGUI(); if (EditorGUI.EndChangeCheck()) { ShaderUtil.ReloadAllShaders(); } this.m_ScreenSpaceShadows.DoGUI(); this.m_LegacyDeferred.DoGUI(); this.m_MotionVectors.DoGUI(); base.serializedObject.ApplyModifiedProperties(); }
public override void OnInspectorGUI() { serializedObject.Update(); m_Deferred.DoGUI(); // deferred reflections being off affects forward vs deferred style probe rendering; // need to reload shaders for new platform macro to live update EditorGUI.BeginChangeCheck(); m_DeferredReflections.DoGUI(); if (EditorGUI.EndChangeCheck()) { ShaderUtil.ReloadAllShaders(); } m_ScreenSpaceShadows.DoGUI(); m_DepthNormals.DoGUI(); m_MotionVectors.DoGUI(); m_LightHalo.DoGUI(); m_LensFlare.DoGUI(); serializedObject.ApplyModifiedProperties(); }
public override void OnInspectorGUI() { base.serializedObject.Update(); bool flag = false; bool flag2 = false; GUILayout.Label(GraphicsSettingsInspector.Styles.builtinSettings, EditorStyles.boldLabel, new GUILayoutOption[0]); this.m_Deferred.DoGUI(); EditorGUI.BeginChangeCheck(); this.m_DeferredReflections.DoGUI(); if (EditorGUI.EndChangeCheck()) { ShaderUtil.ReloadAllShaders(); } this.m_ScreenSpaceShadows.DoGUI(); this.m_LegacyDeferred.DoGUI(); this.m_DepthNormals.DoGUI(); this.m_MotionVectors.DoGUI(); this.m_LightHalo.DoGUI(); this.m_LensFlare.DoGUI(); EditorGUILayout.PropertyField(this.m_AlwaysIncludedShaders, true, new GUILayoutOption[0]); EditorGUILayout.Space(); GUILayout.Label(GraphicsSettingsInspector.Styles.shaderStrippingSettings, EditorStyles.boldLabel, new GUILayoutOption[0]); this.LightmapStrippingGUI(out flag); this.FogStrippingGUI(out flag2); this.ShaderPreloadGUI(); base.serializedObject.ApplyModifiedProperties(); if (flag) { ShaderUtil.CalculateLightmapStrippingFromCurrentScene(); } if (flag2) { ShaderUtil.CalculateFogStrippingFromCurrentScene(); } }