UnityEditor.SceneView.IsUsingDeferredRenderingPath C# (CSharp) Method

IsUsingDeferredRenderingPath() static private method

static private IsUsingDeferredRenderingPath ( ) : bool
return bool
        internal static bool IsUsingDeferredRenderingPath()
        {
            RenderingPath sceneViewRenderingPath = GetSceneViewRenderingPath();
            return ((sceneViewRenderingPath == RenderingPath.DeferredShading) || ((sceneViewRenderingPath == RenderingPath.UsePlayerSettings) && (EditorGraphicsSettings.GetCurrentTierSettings().renderingPath == RenderingPath.DeferredShading)));
        }

Usage Example

Exemplo n.º 1
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            EditorGUILayout.PropertyField(m_Fog, Styles.FogEnable);
            if (m_Fog.boolValue)
            {
                EditorGUI.indentLevel++;
                EditorGUILayout.PropertyField(m_FogColor, Styles.FogColor);
                EditorGUILayout.PropertyField(m_FogMode, Styles.FogMode);

                if ((FogMode)m_FogMode.intValue != FogMode.Linear)
                {
                    EditorGUILayout.PropertyField(m_FogDensity, Styles.FogDensity);
                }
                else
                {
                    EditorGUILayout.PropertyField(m_LinearFogStart, Styles.FogLinearStart);
                    EditorGUILayout.PropertyField(m_LinearFogEnd, Styles.FogLinearEnd);
                }

                if (SceneView.IsUsingDeferredRenderingPath())
                {
                    EditorGUILayout.HelpBox(Styles.FogWarning.text, MessageType.Info);
                }

                EditorGUI.indentLevel--;
                EditorGUILayout.Space();
            }

            serializedObject.ApplyModifiedProperties();
        }
All Usage Examples Of UnityEditor.SceneView::IsUsingDeferredRenderingPath