public enum ShadowPrecision // 1 bits
{
Low ,
High
High ,
Low
}
[GenerateHLSL]
if ( e . variantDels [ ( int ) shadowVariant ] . low ! = null & & e . variantDels [ ( int ) shadowVariant ] . high ! = null )
{
GUIContent [ ] precDescs = new GUIContent [ ] { new GUIContent ( "Low " ) , new GUIContent ( "High " ) } ;
GUIContent [ ] precDescs = new GUIContent [ ] { new GUIContent ( "High " ) , new GUIContent ( "Low " ) } ;
int [ ] precOptions = new int [ ] { 0 , 1 } ;
shadowPrecision = ( ShadowPrecision ) UnityEditor . EditorGUILayout . IntPopup ( ( int ) shadowPrecision , precDescs , precOptions , GUILayout . MaxWidth ( 6 5 ) ) ;
}
{
GUIContent [ ] precDescs = new GUIContent [ ] { new GUIContent ( e . variantDels [ ( int ) shadowVariant ] . low = = null ? "High" : "Low" ) } ;
int [ ] precOptions = new int [ ] { e . variantDels [ ( int ) shadowVariant ] . low = = null ? 1 : 0 } ;
int [ ] precOptions = new int [ ] { e . variantDels [ ( int ) shadowVariant ] . low = = null ? 0 : 1 } ;
UnityEditor . EditorGUILayout . IntPopup ( precOptions [ 0 ] , precDescs , precOptions , GUILayout . MaxWidth ( 6 5 ) ) ;
shadowPrecision = ( ShadowPrecision ) precOptions [ 0 ] ;
}