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  1. using System.Linq;
  2. using UnityEngine.Rendering;
  3. using UnityEngine.Rendering.Universal;
  4. namespace UnityEditor.Rendering.Universal
  5. {
  6. [CustomEditor(typeof(Bloom))]
  7. sealed class BloomEditor : VolumeComponentEditor
  8. {
  9. SerializedDataParameter m_Threshold;
  10. SerializedDataParameter m_Intensity;
  11. SerializedDataParameter m_Scatter;
  12. SerializedDataParameter m_Clamp;
  13. SerializedDataParameter m_Tint;
  14. SerializedDataParameter m_HighQualityFiltering;
  15. SerializedDataParameter m_Downsample;
  16. SerializedDataParameter m_MaxIterations;
  17. SerializedDataParameter m_DirtTexture;
  18. SerializedDataParameter m_DirtIntensity;
  19. public override void OnEnable()
  20. {
  21. var o = new PropertyFetcher<Bloom>(serializedObject);
  22. m_Threshold = Unpack(o.Find(x => x.threshold));
  23. m_Intensity = Unpack(o.Find(x => x.intensity));
  24. m_Scatter = Unpack(o.Find(x => x.scatter));
  25. m_Clamp = Unpack(o.Find(x => x.clamp));
  26. m_Tint = Unpack(o.Find(x => x.tint));
  27. m_HighQualityFiltering = Unpack(o.Find(x => x.highQualityFiltering));
  28. m_Downsample = Unpack(o.Find(x => x.downscale));
  29. m_MaxIterations = Unpack(o.Find(x => x.maxIterations));
  30. m_DirtTexture = Unpack(o.Find(x => x.dirtTexture));
  31. m_DirtIntensity = Unpack(o.Find(x => x.dirtIntensity));
  32. }
  33. public override void OnInspectorGUI()
  34. {
  35. PropertyField(m_Threshold);
  36. PropertyField(m_Intensity);
  37. PropertyField(m_Scatter);
  38. PropertyField(m_Tint);
  39. PropertyField(m_Clamp);
  40. PropertyField(m_HighQualityFiltering);
  41. PropertyField(m_Downsample);
  42. PropertyField(m_MaxIterations);
  43. PropertyField(m_DirtTexture);
  44. PropertyField(m_DirtIntensity);
  45. }
  46. }
  47. }