private void ShaderPreloadGUI()
{
EditorGUILayout.Space();
GUILayout.Label(GraphicsSettingsInspector.Styles.shaderPreloadSettings, EditorStyles.boldLabel, new GUILayoutOption[0]);
EditorGUILayout.PropertyField(this.m_PreloadedShaders, true, new GUILayoutOption[0]);
EditorGUILayout.Space();
GUILayout.Label(string.Format("Currently tracked: {0} shaders {1} total variants", ShaderUtil.GetCurrentShaderVariantCollectionShaderCount(), ShaderUtil.GetCurrentShaderVariantCollectionVariantCount()), new GUILayoutOption[0]);
EditorGUILayout.BeginHorizontal(new GUILayoutOption[0]);
GUILayout.FlexibleSpace();
if (GUILayout.Button(GraphicsSettingsInspector.Styles.shaderPreloadSave, EditorStyles.miniButton, new GUILayoutOption[0]))
{
string message = "Save shader variant collection";
string text = EditorUtility.SaveFilePanelInProject("Save Shader Variant Collection", "NewShaderVariants", "shadervariants", message, ProjectWindowUtil.GetActiveFolderPath());
if (!string.IsNullOrEmpty(text))
{
ShaderUtil.SaveCurrentShaderVariantCollection(text);
}
GUIUtility.ExitGUI();
}
if (GUILayout.Button(GraphicsSettingsInspector.Styles.shaderPreloadClear, EditorStyles.miniButton, new GUILayoutOption[0]))
{
ShaderUtil.ClearCurrentShaderVariantCollection();
}
EditorGUILayout.EndHorizontal();
}