using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { [VolumeComponentEditor(typeof(MotionBlur))] sealed class MotionBlurEditor : VolumeComponentEditor { //SerializedDataParameter m_Mode; SerializedDataParameter m_Quality; SerializedDataParameter m_Intensity; SerializedDataParameter m_Clamp; public override void OnEnable() { var o = new PropertyFetcher(serializedObject); //m_Mode = Unpack(o.Find(x => x.mode)); m_Quality = Unpack(o.Find(x => x.quality)); m_Intensity = Unpack(o.Find(x => x.intensity)); m_Clamp = Unpack(o.Find(x => x.clamp)); } public override void OnInspectorGUI() { //PropertyField(m_Mode); //if (m_Mode.value.intValue == (int)MotionBlurMode.CameraOnly) //{ PropertyField(m_Quality); PropertyField(m_Intensity); PropertyField(m_Clamp); //} //else //{ // EditorGUILayout.HelpBox("Object motion blur is not supported on the Universal Render Pipeline yet.", MessageType.Info); //} } } }