internal DebugHandler(ScriptableRendererData scriptableRendererData) { Shader debugReplacementShader = scriptableRendererData.debugShaders.debugReplacementPS; m_DebugDisplaySettings = DebugDisplaySettings.Instance; m_ReplacementMaterial = (debugReplacementShader == null) ? null : CoreUtils.CreateEngineMaterial(debugReplacementShader); }
public void RegisterDebug(DebugDisplaySettings settings) { DebugManager debugManager = DebugManager.instance; List <IDebugDisplaySettingsPanelDisposable> panels = new List <IDebugDisplaySettingsPanelDisposable>(); debugManager.RegisterData(this); m_Settings = settings; m_DisposablePanels = panels; Action <IDebugDisplaySettingsData> onExecute = (data) => { IDebugDisplaySettingsPanelDisposable disposableSettingsPanel = data.CreatePanel(); DebugUI.Widget[] panelWidgets = disposableSettingsPanel.Widgets; string panelId = disposableSettingsPanel.PanelName; DebugUI.Panel panel = debugManager.GetPanel(panelId, true); ObservableList <DebugUI.Widget> panelChildren = panel.children; panels.Add(disposableSettingsPanel); panelChildren.Add(panelWidgets); }; m_Settings.ForEach(onExecute); }