using UnityEngine.Rendering.PostProcessing; namespace UnityEditor.Rendering.PostProcessing { [CustomEditor(typeof(PostProcessProfile))] sealed class PostProcessProfileEditor : Editor { EffectListEditor m_EffectList; void OnEnable() { m_EffectList = new EffectListEditor(this); m_EffectList.Init(target as PostProcessProfile, serializedObject); } void OnDisable() { if (m_EffectList != null) m_EffectList.Clear(); } public override void OnInspectorGUI() { serializedObject.Update(); m_EffectList.OnGUI(); serializedObject.ApplyModifiedProperties(); } } }