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using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
namespace UnityEditor.Rendering.HighDefinition
{
[CustomEditor(typeof(HDAdditionalMeshRendererSettings))]
internal class HDAdditionalMeshRendererSettingsEditor : Editor
{
SerializedHDAdditionalMeshRendererSettings m_SerializedAdditionalMeshRendererSettings;
private void OnEnable()
{
m_SerializedAdditionalMeshRendererSettings = new SerializedHDAdditionalMeshRendererSettings(serializedObject);
}
public override void OnInspectorGUI()
{
m_SerializedAdditionalMeshRendererSettings.Update();
{
HDAdditionalMeshRendererSettingsUI.Inspector.Draw(m_SerializedAdditionalMeshRendererSettings, this);
}
m_SerializedAdditionalMeshRendererSettings.Apply();
}
}
internal class SerializedHDAdditionalMeshRendererSettings
{
public SerializedObject serializedObject { get; }
public SerializedProperty enableHighQualityLineRendering;
public SerializedProperty rendererGroup;
public SerializedProperty rendererLODMode;
public SerializedProperty rendererLODFixed;
public SerializedProperty rendererLODCameraDistanceCurve;
public SerializedProperty rendererLODScreenCoverageCurve;
public SerializedProperty shadingSampleFraction;
public SerializedHDAdditionalMeshRendererSettings(SerializedObject serializedObject)
{
this.serializedObject = serializedObject;
enableHighQualityLineRendering = serializedObject.Find((HDAdditionalMeshRendererSettings d) => d.enableHighQualityLineRendering);
rendererLODMode = serializedObject.Find((HDAdditionalMeshRendererSettings d) => d.rendererLODMode);
rendererLODFixed = serializedObject.Find((HDAdditionalMeshRendererSettings d) => d.rendererLODFixed);
rendererGroup = serializedObject.Find((HDAdditionalMeshRendererSettings d) => d.rendererGroup);
rendererLODCameraDistanceCurve = serializedObject.Find((HDAdditionalMeshRendererSettings d) => d.rendererLODCameraDistanceCurve);
rendererLODScreenCoverageCurve = serializedObject.Find((HDAdditionalMeshRendererSettings d) => d.rendererLODScreenCoverageCurve);
shadingSampleFraction = serializedObject.Find((HDAdditionalMeshRendererSettings d) => d.shadingSampleFraction);
}
public void Update() => serializedObject.Update();
public void Apply() => serializedObject.ApplyModifiedProperties();
}
}