A game about forced loneliness, made by TACStudios
1namespace UnityEditor.Rendering
2{
3 /// <summary>
4 /// Interface to be implemented by each pipeline to hold the <see cref="SerializedObject"/> for a Camera Editor
5 /// </summary>
6 public interface ISerializedCamera
7 {
8 /// <summary>The camera serialized</summary>
9 SerializedObject serializedObject { get; }
10 /// <summary>The additional camera data serialized</summary>
11 SerializedObject serializedAdditionalDataObject { get; }
12 /// <summary>The base camera settings</summary>
13 CameraEditor.Settings baseCameraSettings { get; }
14
15 // This one is internal in UnityEditor for whatever reason...
16 /// <summary>The projection matrix mode</summary>
17 SerializedProperty projectionMatrixMode { get; }
18
19 // Common properties
20 /// <summary>Dithering property</summary>
21 SerializedProperty dithering { get; }
22 /// <summary>Stop NaNs property</summary>
23 SerializedProperty stopNaNs { get; }
24 /// <summary>Allow Dynamic resolution property</summary>
25 SerializedProperty allowDynamicResolution { get; }
26 /// <summary>Volume layer mask property</summary>
27 SerializedProperty volumeLayerMask { get; }
28 /// <summary>Clear Depth property property</summary>
29 SerializedProperty clearDepth { get; }
30 /// <summary>Anti aliasing property</summary>
31 SerializedProperty antialiasing { get; }
32
33 /// <summary>Method that updates the <see cref="SerializedObject"/> of the Camera and the Additional Camera Data</summary>
34 void Update();
35
36 /// <summary>Applies the modified properties to the <see cref="SerializedObject"/> of the Camera and the Additional Camera Data</summary>
37 void Apply();
38
39 /// <summary>Refreshes the <see cref="SerializedProperty"/> of the <see cref="SerializedObject"/> of the Camera and the Additional Camera Data</summary>
40 void Refresh();
41 }
42}