using UnityEditor.AnimatedValues ;
using UnityEngine.Events ;
using UnityEngine.Experimental.Rendering.HDPipeline ;
using UnityEngine ;
namespace UnityEditor.Experimental.Rendering
{
static void Drawer_FieldShadowSize ( ShadowInitParametersUI s , SerializedShadowInitParameters d , Editor o )
{
EditorGUILayout . LabelField ( _ . GetContent ( "Shadow Atlas Settings" ) , EditorStyles . boldLabel ) ;
EditorGUILayout . LabelField ( _ . GetContent ( "Shadow" ) , EditorStyles . boldLabel ) ;
+ + EditorGUI . indentLevel ;
EditorGUILayout . LabelField ( _ . GetContent ( "Shadow Atlas" ) , EditorStyles . boldLabel ) ;
- - EditorGUI . indentLevel ;
EditorGUILayout . Space ( ) ;
EditorGUILayout . LabelField ( _ . GetContent ( "Shadow Map Budget" ) , EditorStyles . boldLabel ) ;
+ + EditorGUI . indentLevel ;
EditorGUILayout . PropertyField ( d . maxPointLightShadows , _ . GetContent ( "Max Point Light Shadows" ) ) ;
EditorGUILayout . PropertyField ( d . maxSpotLightShadows , _ . GetContent ( "Max Spot Light Shadows" ) ) ;
EditorGUILayout . PropertyField ( d . maxDirectionalLightShadows , _ . GetContent ( "Max Directional Light Shadows" ) ) ;
- - EditorGUI . indentLevel ;
// Clamp negative values
d . shadowAtlasHeight . intValue = Mathf . Max ( 0 , d . shadowAtlasHeight . intValue ) ;
d . shadowAtlasWidth . intValue = Mathf . Max ( 0 , d . shadowAtlasWidth . intValue ) ;
d . maxPointLightShadows . intValue = Mathf . Max ( 0 , d . maxPointLightShadows . intValue ) ;
d . maxSpotLightShadows . intValue = Mathf . Max ( 0 , d . maxSpotLightShadows . intValue ) ;
d . maxDirectionalLightShadows . intValue = Mathf . Max ( 0 , d . maxDirectionalLightShadows . intValue ) ;
- - EditorGUI . indentLevel ;
}
}