using UnityEngine.Rendering; namespace UnityEditor.Rendering { [CustomEditor(typeof(ProbeVolumesOptions))] sealed class ProbeVolumesOptionsEditor : VolumeComponentEditor { SerializedDataParameter m_NormalBias; SerializedDataParameter m_ViewBias; SerializedDataParameter m_ScaleBiasMinProbeDistance; SerializedDataParameter m_SamplingNoise; SerializedDataParameter m_LeakReductionMode; SerializedDataParameter m_AnimateNoise; SerializedDataParameter m_OcclusionOnlyNormalization; SerializedDataParameter m_IntensityMultiplier; SerializedDataParameter m_SkyOcclusionIntensityMultiplier; SerializedDataParameter m_WorldOffset; public override void OnEnable() { var o = new PropertyFetcher(serializedObject); m_NormalBias = Unpack(o.Find(x => x.normalBias)); m_ViewBias = Unpack(o.Find(x => x.viewBias)); m_ScaleBiasMinProbeDistance = Unpack(o.Find(x => x.scaleBiasWithMinProbeDistance)); m_SamplingNoise = Unpack(o.Find(x => x.samplingNoise)); m_LeakReductionMode = Unpack(o.Find(x => x.leakReductionMode)); m_AnimateNoise = Unpack(o.Find(x => x.animateSamplingNoise)); m_OcclusionOnlyNormalization = Unpack(o.Find(x => x.occlusionOnlyReflectionNormalization)); m_IntensityMultiplier = Unpack(o.Find(x => x.intensityMultiplier)); m_SkyOcclusionIntensityMultiplier = Unpack(o.Find(x => x.skyOcclusionIntensityMultiplier)); m_WorldOffset = Unpack(o.Find(x => x.worldOffset)); base.OnEnable(); } public override void OnInspectorGUI() { PropertyField(m_NormalBias); PropertyField(m_ViewBias); PropertyField(m_ScaleBiasMinProbeDistance); PropertyField(m_SamplingNoise); PropertyField(m_AnimateNoise); PropertyField(m_LeakReductionMode); PropertyField(m_OcclusionOnlyNormalization); PropertyField(m_IntensityMultiplier); PropertyField(m_SkyOcclusionIntensityMultiplier); PropertyField(m_WorldOffset); } } }