using UnityEngine.Experimental.Rendering.HDPipeline; namespace UnityEditor.Experimental.Rendering.HDPipeline { public class SerializedInfluenceVolume { public SerializedProperty root; public SerializedProperty shapeType; public SerializedProperty boxBaseSize; public SerializedProperty boxBaseOffset; public SerializedProperty boxInfluencePositiveFade; public SerializedProperty boxInfluenceNegativeFade; public SerializedProperty boxInfluenceNormalPositiveFade; public SerializedProperty boxInfluenceNormalNegativeFade; public SerializedProperty boxPositiveFaceFade; public SerializedProperty boxNegativeFaceFade; public SerializedProperty sphereBaseRadius; public SerializedProperty sphereBaseOffset; public SerializedProperty sphereInfluenceFade; public SerializedProperty sphereInfluenceNormalFade; public SerializedInfluenceVolume(SerializedProperty root) { this.root = root; shapeType = root.Find((InfluenceVolume i) => i.shapeType); boxBaseSize = root.Find((InfluenceVolume i) => i.boxBaseSize); boxBaseOffset = root.Find((InfluenceVolume i) => i.boxBaseOffset); boxInfluencePositiveFade = root.Find((InfluenceVolume i) => i.boxInfluencePositiveFade); boxInfluenceNegativeFade = root.Find((InfluenceVolume i) => i.boxInfluenceNegativeFade); boxInfluenceNormalPositiveFade = root.Find((InfluenceVolume i) => i.boxInfluenceNormalPositiveFade); boxInfluenceNormalNegativeFade = root.Find((InfluenceVolume i) => i.boxInfluenceNormalNegativeFade); boxPositiveFaceFade = root.Find((InfluenceVolume i) => i.boxPositiveFaceFade); boxNegativeFaceFade = root.Find((InfluenceVolume i) => i.boxNegativeFaceFade); sphereBaseRadius = root.Find((InfluenceVolume i) => i.sphereBaseRadius); sphereBaseOffset = root.Find((InfluenceVolume i) => i.sphereBaseOffset); sphereInfluenceFade = root.Find((InfluenceVolume i) => i.sphereInfluenceFade); sphereInfluenceNormalFade = root.Find((InfluenceVolume i) => i.sphereInfluenceNormalFade); } } }