A game about forced loneliness, made by TACStudios
1namespace UnityEditor.Rendering
2{
3 public static partial class CameraUI
4 {
5 public static partial class Rendering
6 {
7 /// <summary>Draws Stop NaNs related fields on the inspector</summary>
8 /// <param name="p"><see cref="ISerializedCamera"/> The serialized camera</param>
9 /// <param name="owner"><see cref="Editor"/> The editor owner calling this drawer</param>
10 public static void Drawer_Rendering_StopNaNs(ISerializedCamera p, Editor owner)
11 {
12 EditorGUILayout.PropertyField(p.stopNaNs, Styles.stopNaNs);
13 }
14
15 /// <summary>Draws Dithering related fields on the inspector</summary>
16 /// <param name="p"><see cref="ISerializedCamera"/> The serialized camera</param>
17 /// <param name="owner"><see cref="Editor"/> The editor owner calling this drawer</param>
18 public static void Drawer_Rendering_Dithering(ISerializedCamera p, Editor owner)
19 {
20 EditorGUILayout.PropertyField(p.dithering, Styles.dithering);
21 }
22
23 /// <summary>Draws Culling mask related fields on the inspector</summary>
24 /// <param name="p"><see cref="ISerializedCamera"/> The serialized camera</param>
25 /// <param name="owner"><see cref="Editor"/> The editor owner calling this drawer</param>
26 public static void Drawer_Rendering_CullingMask(ISerializedCamera p, Editor owner)
27 {
28 EditorGUILayout.PropertyField(p.baseCameraSettings.cullingMask, Styles.cullingMask);
29 }
30
31 /// <summary>Draws occlusion Culling related fields on the inspector</summary>
32 /// <param name="p"><see cref="ISerializedCamera"/> The serialized camera</param>
33 /// <param name="owner"><see cref="Editor"/> The editor owner calling this drawer</param>
34 public static void Drawer_Rendering_OcclusionCulling(ISerializedCamera p, Editor owner)
35 {
36 EditorGUILayout.PropertyField(p.baseCameraSettings.occlusionCulling, Styles.occlusionCulling);
37 }
38 }
39 }
40}