UnityEditor.LightingWindowObjectTab.ShowRealtimeLMGUI C# (CSharp) Method

ShowRealtimeLMGUI() private method

private ShowRealtimeLMGUI ( SerializedObject so, Renderer renderer ) : void
so SerializedObject
renderer UnityEngine.Renderer
return void
        private void ShowRealtimeLMGUI(SerializedObject so, Renderer renderer)
        {
            Hash128 hash;
            Hash128 hash2;
            int num;
            int num2;
            Hash128 hash3;
            int num3;
            int num4;
            EditorGUI.indentLevel++;
            if (LightmapEditorSettings.GetInstanceHash(renderer, out hash))
            {
                EditorGUILayout.LabelField(s_Styles.RealtimeLMInstanceHash, new GUIContent(hash.ToString()), new GUILayoutOption[0]);
            }
            if (LightmapEditorSettings.GetGeometryHash(renderer, out hash2))
            {
                EditorGUILayout.LabelField(s_Styles.RealtimeLMGeometryHash, new GUIContent(hash2.ToString()), new GUILayoutOption[0]);
            }
            if (LightmapEditorSettings.GetInstanceResolution(renderer, out num, out num2))
            {
                EditorGUILayout.LabelField(s_Styles.RealtimeLMInstanceResolution, new GUIContent(num.ToString() + "x" + num2.ToString()), new GUILayoutOption[0]);
            }
            if (LightmapEditorSettings.GetInputSystemHash(renderer, out hash3))
            {
                EditorGUILayout.LabelField(s_Styles.RealtimeLMInputSystemHash, new GUIContent(hash3.ToString()), new GUILayoutOption[0]);
            }
            if (LightmapEditorSettings.GetSystemResolution(renderer, out num3, out num4))
            {
                EditorGUILayout.LabelField(s_Styles.RealtimeLMResolution, new GUIContent(num3.ToString() + "x" + num4.ToString()), new GUILayoutOption[0]);
            }
            EditorGUI.indentLevel--;
        }

Same methods

LightingWindowObjectTab::ShowRealtimeLMGUI ( Terrain terrain ) : void