UnityEditor.ShaderInspectorPlatformsPopup.DoShaderVariants C# (CSharp) Method

DoShaderVariants() private method

private DoShaderVariants ( EditorWindow caller, Rect &drawPos ) : void
caller EditorWindow
drawPos UnityEngine.Rect
return void
        private void DoShaderVariants(EditorWindow caller, ref Rect drawPos)
        {
            EditorGUI.BeginChangeCheck();
            bool usedBySceneOnly = GUI.Toggle(drawPos, currentVariantStripping == 1, EditorGUIUtility.TempContent("Skip unused shader_features"), Styles.menuItem);
            drawPos.y += 16f;
            if (EditorGUI.EndChangeCheck())
            {
                currentVariantStripping = !usedBySceneOnly ? 0 : 1;
            }
            drawPos.y += 6f;
            int comboCount = ShaderUtil.GetComboCount(this.m_Shader, usedBySceneOnly);
            string text = !usedBySceneOnly ? (comboCount + " variants total") : (comboCount + " variants included");
            Rect position = drawPos;
            position.x += Styles.menuItem.padding.left;
            position.width -= Styles.menuItem.padding.left + 4;
            GUI.Label(position, text);
            position.xMin = position.xMax - 40f;
            if (GUI.Button(position, "Show", EditorStyles.miniButton))
            {
                ShaderUtil.OpenShaderCombinations(this.m_Shader, usedBySceneOnly);
                caller.Close();
                GUIUtility.ExitGUI();
            }
        }