UnityEditor.Lightmapping.PrintStateToConsole C# (CSharp) Method

PrintStateToConsole() private method

private PrintStateToConsole ( ) : void
return void
        internal static extern void PrintStateToConsole();
        [MethodImpl(MethodImplOptions.InternalCall)]

Usage Example

示例#1
0
 private void DeveloperBuildEnlightenSettings(SerializedObject so)
 {
     if (!Unsupported.IsDeveloperBuild())
     {
         return;
     }
     this.m_ShowDevOptions = EditorGUILayout.Foldout(this.m_ShowDevOptions, "Debug [internal]");
     if (this.m_ShowDevOptions)
     {
         SerializedProperty property  = so.FindProperty("m_GISettings.m_BounceScale");
         SerializedProperty property2 = so.FindProperty("m_GISettings.m_TemporalCoherenceThreshold");
         EditorGUI.indentLevel++;
         Lightmapping.concurrentJobsType        = (Lightmapping.ConcurrentJobsType)EditorGUILayout.IntPopup(LightingWindow.styles.ConcurrentJobs, (int)Lightmapping.concurrentJobsType, this.kConcurrentJobsTypeStrings, this.kConcurrentJobsTypeValues, new GUILayoutOption[0]);
         Lightmapping.enlightenForceUpdates     = EditorGUILayout.Toggle(LightingWindow.styles.ForceUpdates, Lightmapping.enlightenForceUpdates, new GUILayoutOption[0]);
         Lightmapping.enlightenForceWhiteAlbedo = EditorGUILayout.Toggle(LightingWindow.styles.ForceWhiteAlbedo, Lightmapping.enlightenForceWhiteAlbedo, new GUILayoutOption[0]);
         Lightmapping.filterMode = (FilterMode)EditorGUILayout.EnumPopup(EditorGUIUtility.TempContent("Filter Mode"), Lightmapping.filterMode, new GUILayoutOption[0]);
         EditorGUILayout.Slider(property, 0f, 10f, LightingWindow.styles.BounceScale, new GUILayoutOption[0]);
         EditorGUILayout.Slider(property2, 0f, 1f, LightingWindow.styles.UpdateThreshold, new GUILayoutOption[0]);
         if (GUILayout.Button("Clear disk cache", new GUILayoutOption[]
         {
             GUILayout.Width(this.kButtonWidth)
         }))
         {
             Lightmapping.Clear();
             Lightmapping.ClearDiskCache();
         }
         if (GUILayout.Button("Print state to console", new GUILayoutOption[]
         {
             GUILayout.Width(this.kButtonWidth)
         }))
         {
             Lightmapping.PrintStateToConsole();
         }
         if (GUILayout.Button("Reset albedo/emissive", new GUILayoutOption[]
         {
             GUILayout.Width(this.kButtonWidth)
         }))
         {
             GIDebugVisualisation.ResetRuntimeInputTextures();
         }
         if (GUILayout.Button("Reset environment", new GUILayoutOption[]
         {
             GUILayout.Width(this.kButtonWidth)
         }))
         {
             DynamicGI.UpdateEnvironment();
         }
         EditorGUI.indentLevel--;
     }
 }
All Usage Examples Of UnityEditor.Lightmapping::PrintStateToConsole