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using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
internal abstract class SerializedHDProbe
{
internal SerializedObject serializedObject;
internal SerializedProperty proxyVolumeReference;
internal SerializedProperty infiniteProjection;
internal SerializedInfluenceVolume influenceVolume;
internal SerializedFrameSettings frameSettings;
internal SerializedProperty lightLayers;
internal SerializedProperty weight;
internal SerializedProperty multiplier;
internal SerializedProperty mode;
internal SerializedProperty refreshMode;
internal SerializedProperty resolution;
internal SerializedProperty shadowDistance;
internal SerializedProperty cullingMask;
internal SerializedProperty useOcclusionCulling;
internal SerializedProperty nearClip;
internal SerializedProperty farClip;
internal HDProbe target { get { return serializedObject.targetObject as HDProbe; } }
internal SerializedHDProbe(SerializedObject serializedObject)
{
this.serializedObject = serializedObject;
proxyVolumeReference = serializedObject.Find((HDProbe p) => p.proxyVolume);
influenceVolume = new SerializedInfluenceVolume(serializedObject.Find((HDProbe p) => p.influenceVolume));
infiniteProjection = serializedObject.Find((HDProbe p) => p.infiniteProjection);
frameSettings = new SerializedFrameSettings(serializedObject.Find((HDProbe p) => p.frameSettings));
lightLayers = serializedObject.Find((HDProbe p) => p.lightLayers);
weight = serializedObject.Find((HDProbe p) => p.weight);
multiplier = serializedObject.Find((HDProbe p) => p.multiplier);
mode = serializedObject.Find((HDProbe p) => p.mode);
refreshMode = serializedObject.Find((HDProbe p) => p.refreshMode);
}
internal virtual void Update()
{
serializedObject.Update();
//InfluenceVolume does not have Update. Add it here if it have in the future.
}
internal virtual void Apply()
{
serializedObject.ApplyModifiedProperties();
}
}
}