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EditorGUI.indentLevel++; |
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EditorGUI.BeginChangeCheck(); |
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tilePass.debugViewTilesFlags = EditorGUILayout.MaskField("DebugView Tiles", tilePass.debugViewTilesFlags, styles.tileLightLoopDebugTileFlagStrings); |
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tilePass.enableSplitLightEvaluation = EditorGUILayout.Toggle(styles.splitLightEvaluation, tilePass.enableSplitLightEvaluation); |
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tilePass.disableTileAndCluster = EditorGUILayout.Toggle(styles.disableTileAndCluster, tilePass.disableTileAndCluster); |
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// If something is chanage on tilePassLightLoop we need to force a OnValidate() OnHDRenderLoop, else change Rebuild() will not be call
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// If something is chanage regarding tile/cluster rendering we need to force a OnValidate() OnHDRenderLoop, else change Rebuild() will not be call
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} |
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EditorGUI.BeginChangeCheck(); |
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tilePass.debugViewTilesFlags = EditorGUILayout.MaskField("DebugView Tiles", tilePass.debugViewTilesFlags, styles.tileLightLoopDebugTileFlagStrings); |
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tilePass.enableSplitLightEvaluation = EditorGUILayout.Toggle(styles.splitLightEvaluation, tilePass.enableSplitLightEvaluation); |
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tilePass.disableTileAndCluster = EditorGUILayout.Toggle(styles.disableTileAndCluster, tilePass.disableTileAndCluster); |
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if (EditorGUI.EndChangeCheck()) |
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{ |
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EditorUtility.SetDirty(renderLoop); // Repaint
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UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); |
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} |
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EditorGUI.indentLevel--; |
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} |
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