using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition { using CED = CoreEditorDrawer; static partial class HDCameraUI { partial class Environment { public static readonly CED.IDrawer Drawer; static Environment() { Drawer = CED.FoldoutGroup( CameraUI.Environment.Styles.header, Expandable.Environment, k_ExpandedState, FoldoutOption.Indent, CED.Group( Drawer_Environment_Background, CameraUI.Environment.Drawer_Environment_VolumeLayerMask, Drawer_Environment_VolumeAnchorOverride, Drawer_Environment_ProbeLayerMask ) ); } static void Drawer_Environment_Background(SerializedHDCamera p, Editor owner) { EditorGUILayout.PropertyField(p.clearColorMode, Styles.backgroundType); if (p.clearColorMode.GetEnumValue() == HDAdditionalCameraData.ClearColorMode.Color) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(p.backgroundColorHDR, Styles.backgroundColor); EditorGUI.indentLevel--; } if (p.clearDepth.boolValue == false) p.clearDepth.boolValue = true; } static void Drawer_Environment_VolumeAnchorOverride(SerializedHDCamera p, Editor owner) { EditorGUILayout.PropertyField(p.volumeAnchorOverride, Styles.volumeAnchorOverride); } static void Drawer_Environment_ProbeLayerMask(SerializedHDCamera p, Editor owner) { EditorGUILayout.PropertyField(p.probeLayerMask, Styles.probeLayerMask); } } } }