using System.Linq; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { [CustomEditor(typeof(Bloom))] sealed class BloomEditor : VolumeComponentEditor { SerializedDataParameter m_Threshold; SerializedDataParameter m_Intensity; SerializedDataParameter m_Scatter; SerializedDataParameter m_Clamp; SerializedDataParameter m_Tint; SerializedDataParameter m_HighQualityFiltering; SerializedDataParameter m_Downsample; SerializedDataParameter m_MaxIterations; SerializedDataParameter m_DirtTexture; SerializedDataParameter m_DirtIntensity; public override void OnEnable() { var o = new PropertyFetcher(serializedObject); m_Threshold = Unpack(o.Find(x => x.threshold)); m_Intensity = Unpack(o.Find(x => x.intensity)); m_Scatter = Unpack(o.Find(x => x.scatter)); m_Clamp = Unpack(o.Find(x => x.clamp)); m_Tint = Unpack(o.Find(x => x.tint)); m_HighQualityFiltering = Unpack(o.Find(x => x.highQualityFiltering)); m_Downsample = Unpack(o.Find(x => x.downscale)); m_MaxIterations = Unpack(o.Find(x => x.maxIterations)); m_DirtTexture = Unpack(o.Find(x => x.dirtTexture)); m_DirtIntensity = Unpack(o.Find(x => x.dirtIntensity)); } public override void OnInspectorGUI() { PropertyField(m_Threshold); PropertyField(m_Intensity); PropertyField(m_Scatter); PropertyField(m_Tint); PropertyField(m_Clamp); PropertyField(m_HighQualityFiltering); PropertyField(m_Downsample); PropertyField(m_MaxIterations); PropertyField(m_DirtTexture); PropertyField(m_DirtIntensity); } } }