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using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering
{
class SerializedHDRenderPipelineAsset
{
public SerializedObject serializedObject;
public SerializedProperty renderPipelineResources;
public SerializedProperty diffusionProfileSettings;
public SerializedProperty allowShaderVariantStripping;
public SerializedRenderPipelineSettings renderPipelineSettings;
public SerializedFrameSettings defaultFrameSettings;
public SerializedHDRenderPipelineAsset(SerializedObject serializedObject)
{
this.serializedObject = serializedObject;
renderPipelineResources = serializedObject.FindProperty("m_RenderPipelineResources");
diffusionProfileSettings = serializedObject.Find((HDRenderPipelineAsset s) => s.diffusionProfileSettings);
allowShaderVariantStripping = serializedObject.Find((HDRenderPipelineAsset s) => s.allowShaderVariantStripping);
renderPipelineSettings = new SerializedRenderPipelineSettings(serializedObject.Find((HDRenderPipelineAsset a) => a.renderPipelineSettings));
defaultFrameSettings = new SerializedFrameSettings(serializedObject.FindProperty("m_FrameSettings"));
}
public void Update()
{
serializedObject.Update();
}
public void Apply()
{
serializedObject.ApplyModifiedProperties();
}
}
}