using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { /// /// Editor script for a PostProcessData class. /// [CustomEditor(typeof(PostProcessData), true)] public class PostProcessDataEditor : Editor { SerializedProperty m_Shaders; SerializedProperty m_Textures; private void OnEnable() { m_Shaders = serializedObject.FindProperty("shaders"); m_Textures = serializedObject.FindProperty("textures"); } /// public override void OnInspectorGUI() { serializedObject.Update(); // Add a "Reload All" button in inspector when we are in developer's mode if (EditorPrefs.GetBool("DeveloperMode")) { EditorGUILayout.Space(); EditorGUILayout.PropertyField(m_Shaders, true); EditorGUILayout.PropertyField(m_Textures, true); if (GUILayout.Button("Reload All")) { var resources = target as PostProcessData; resources.shaders = null; resources.textures = null; ResourceReloader.ReloadAllNullIn(target, UniversalRenderPipelineAsset.packagePath); } } serializedObject.ApplyModifiedProperties(); } } }