UnityEditor.GraphicsSettingsWindow.ShaderPreloadEditor.OnInspectorGUI C# (CSharp) Method

OnInspectorGUI() public method

public OnInspectorGUI ( ) : void
return void
            public override void OnInspectorGUI()
            {
                base.serializedObject.ApplyModifiedProperties();
                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(Styles.shaderPreloadSave, EditorStyles.miniButton, new GUILayoutOption[0]))
                {
                    string message = "Save shader variant collection";
                    string str2 = EditorUtility.SaveFilePanelInProject("Save Shader Variant Collection", "NewShaderVariants", "shadervariants", message, ProjectWindowUtil.GetActiveFolderPath());
                    if (!string.IsNullOrEmpty(str2))
                    {
                        ShaderUtil.SaveCurrentShaderVariantCollection(str2);
                    }
                    GUIUtility.ExitGUI();
                }
                if (GUILayout.Button(Styles.shaderPreloadClear, EditorStyles.miniButton, new GUILayoutOption[0]))
                {
                    ShaderUtil.ClearCurrentShaderVariantCollection();
                }
                EditorGUILayout.EndHorizontal();
                base.serializedObject.ApplyModifiedProperties();
            }
GraphicsSettingsWindow.ShaderPreloadEditor