UnityEditor.ShaderUtil.CalculateFogStrippingFromCurrentScene C# (CSharp) Method

CalculateFogStrippingFromCurrentScene() private method

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

Usage Example

示例#1
0
        public override void OnInspectorGUI()
        {
            this.serializedObject.Update();
            bool calcLightmapStripping = false;
            bool calcFogStripping      = false;

            GUILayout.Label(GraphicsSettingsInspector.Styles.builtinSettings, EditorStyles.boldLabel, new GUILayoutOption[0]);
            this.m_Deferred.DoGUI();
            EditorGUI.BeginChangeCheck();
            this.m_DeferredReflections.DoGUI();
            if (EditorGUI.EndChangeCheck())
            {
                ShaderUtil.ReloadAllShaders();
            }
            this.m_LegacyDeferred.DoGUI();
            EditorGUILayout.PropertyField(this.m_AlwaysIncludedShaders, true, new GUILayoutOption[0]);
            EditorGUILayout.Space();
            GUILayout.Label(GraphicsSettingsInspector.Styles.shaderStrippingSettings, EditorStyles.boldLabel, new GUILayoutOption[0]);
            this.LightmapStrippingGUI(out calcLightmapStripping);
            this.FogStrippingGUI(out calcFogStripping);
            this.ShaderPreloadGUI();
            this.serializedObject.ApplyModifiedProperties();
            if (calcLightmapStripping)
            {
                ShaderUtil.CalculateLightmapStrippingFromCurrentScene();
            }
            if (!calcFogStripping)
            {
                return;
            }
            ShaderUtil.CalculateFogStrippingFromCurrentScene();
        }
All Usage Examples Of UnityEditor.ShaderUtil::CalculateFogStrippingFromCurrentScene