using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition { static partial class HDProbeUI { public enum Expandable { Influence = 1 << 0, Capture = 1 << 1, Projection = 1 << 2, Custom = 1 << 3, } internal readonly static ExpandedState k_ExpandedState = new ExpandedState(Expandable.Projection | Expandable.Capture | Expandable.Influence, "HDRP"); [System.Flags] public enum AdditionalProperties { Capture = 1 << 0, } internal readonly static AdditionalPropertiesState k_AdditionalPropertiesState = new AdditionalPropertiesState(0, "HDRP"); internal static void RegisterEditor(HDProbeEditor editor) where TProvider : struct, HDProbeUI.IProbeUISettingsProvider, InfluenceVolumeUI.IInfluenceUISettingsProvider where TSerialized : SerializedHDProbe { k_AdditionalPropertiesState.RegisterEditor(editor); } internal static void UnregisterEditor(HDProbeEditor editor) where TProvider : struct, HDProbeUI.IProbeUISettingsProvider, InfluenceVolumeUI.IInfluenceUISettingsProvider where TSerialized : SerializedHDProbe { k_AdditionalPropertiesState.UnregisterEditor(editor); } } }