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#if UNITY_EDITOR
using System.Collections;
using UnityEditor;
using UnityEditor.Experimental.Rendering;
public class SceneViewDrawMode
{
static private bool RejectDrawMode(SceneView.CameraMode cameraMode)
{
if (cameraMode.drawMode == DrawCameraMode.TexturedWire ||
cameraMode.drawMode == DrawCameraMode.ShadowCascades ||
cameraMode.drawMode == DrawCameraMode.RenderPaths ||
cameraMode.drawMode == DrawCameraMode.AlphaChannel ||
cameraMode.drawMode == DrawCameraMode.Overdraw ||
cameraMode.drawMode == DrawCameraMode.Mipmaps ||
cameraMode.drawMode == DrawCameraMode.DeferredDiffuse ||
cameraMode.drawMode == DrawCameraMode.DeferredSpecular ||
cameraMode.drawMode == DrawCameraMode.DeferredSmoothness ||
cameraMode.drawMode == DrawCameraMode.DeferredNormal ||
cameraMode.drawMode == DrawCameraMode.ValidateAlbedo ||
cameraMode.drawMode == DrawCameraMode.ValidateMetalSpecular ||
cameraMode.drawMode == DrawCameraMode.LightOverlap
)
return false;
return true;
}
static public void SetupDrawMode()
{
ArrayList sceneViewArray = SceneView.sceneViews;
foreach (SceneView sceneView in sceneViewArray)
sceneView.onValidateCameraMode += RejectDrawMode;
}
static public void ResetDrawMode()
{
ArrayList sceneViewArray = SceneView.sceneViews;
foreach (SceneView sceneView in sceneViewArray)
sceneView.onValidateCameraMode -= RejectDrawMode;
}
}
#endif