Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/Overrides/TonemappingEditor.cs

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2024-05-06 14:45:45 -04:00
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<Tonemapping>(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;
}
}
}
}