9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
55 lines
2.8 KiB
C#
55 lines
2.8 KiB
C#
using UnityEngine;
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using System.Linq;
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using UnityEngine.Rendering.Universal;
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using System.Collections.Generic;
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namespace UnityEditor.Rendering.Universal
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{
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class SerializedUniversalRenderPipelineGlobalSettings
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{
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public SerializedObject serializedObject;
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private List<UniversalRenderPipelineGlobalSettings> serializedSettings = new List<UniversalRenderPipelineGlobalSettings>();
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public SerializedProperty lightLayerName0;
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public SerializedProperty lightLayerName1;
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public SerializedProperty lightLayerName2;
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public SerializedProperty lightLayerName3;
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public SerializedProperty lightLayerName4;
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public SerializedProperty lightLayerName5;
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public SerializedProperty lightLayerName6;
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public SerializedProperty lightLayerName7;
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public SerializedProperty stripDebugVariants;
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public SerializedProperty stripUnusedPostProcessingVariants;
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public SerializedProperty stripUnusedVariants;
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public SerializedUniversalRenderPipelineGlobalSettings(SerializedObject serializedObject)
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{
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this.serializedObject = serializedObject;
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// do the cast only once
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foreach (var currentSetting in serializedObject.targetObjects)
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{
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if (currentSetting is UniversalRenderPipelineGlobalSettings urpSettings)
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serializedSettings.Add(urpSettings);
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else
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throw new System.Exception($"Target object has an invalid object, objects must be of type {typeof(UniversalRenderPipelineGlobalSettings)}");
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}
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lightLayerName0 = serializedObject.Find((UniversalRenderPipelineGlobalSettings s) => s.lightLayerName0);
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lightLayerName1 = serializedObject.Find((UniversalRenderPipelineGlobalSettings s) => s.lightLayerName1);
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lightLayerName2 = serializedObject.Find((UniversalRenderPipelineGlobalSettings s) => s.lightLayerName2);
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lightLayerName3 = serializedObject.Find((UniversalRenderPipelineGlobalSettings s) => s.lightLayerName3);
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lightLayerName4 = serializedObject.Find((UniversalRenderPipelineGlobalSettings s) => s.lightLayerName4);
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lightLayerName5 = serializedObject.Find((UniversalRenderPipelineGlobalSettings s) => s.lightLayerName5);
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lightLayerName6 = serializedObject.Find((UniversalRenderPipelineGlobalSettings s) => s.lightLayerName6);
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lightLayerName7 = serializedObject.Find((UniversalRenderPipelineGlobalSettings s) => s.lightLayerName7);
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stripDebugVariants = serializedObject.FindProperty("m_StripDebugVariants");
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stripUnusedPostProcessingVariants = serializedObject.FindProperty("m_StripUnusedPostProcessingVariants");
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stripUnusedVariants = serializedObject.FindProperty("m_StripUnusedVariants");
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}
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}
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}
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