using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { [VolumeComponentEditor(typeof(Tonemapping))] sealed class TonemappingEditor : VolumeComponentEditor { SerializedDataParameter m_Mode; public override void OnEnable() { var o = new PropertyFetcher(serializedObject); m_Mode = Unpack(o.Find(x => x.mode)); } public override void OnInspectorGUI() { PropertyField(m_Mode); // Display a warning if the user is trying to use a tonemap while rendering in LDR var asset = UniversalRenderPipeline.asset; if (asset != null && !asset.supportsHDR) { EditorGUILayout.HelpBox("Tonemapping should only be used when working with High Dynamic Range (HDR). Please enable HDR through the active Render Pipeline Asset.", MessageType.Warning); return; } } } }