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#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