A game about forced loneliness, made by TACStudios
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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}