#if HDRP_PRESENT using System; using System.Collections.Generic; using UnityEditor; using UnityEditor.Rendering.HighDefinition; using UnityEngine.Perception.GroundTruth; namespace UnityEditor.Perception.GroundTruth { [CustomPassDrawer(typeof(SemanticSegmentationPass))] class SemanticSegmentationPassEditor : BaseCustomPassDrawer { protected override void Initialize(SerializedProperty customPass) { AddProperty(customPass.FindPropertyRelative(nameof(SemanticSegmentationPass.targetCamera))); AddProperty(customPass.FindPropertyRelative(nameof(SemanticSegmentationPass.targetTexture))); AddProperty(customPass.FindPropertyRelative(nameof(SemanticSegmentationPass.labelingConfiguration))); base.Initialize(customPass); } } } #endif