using UnityEngine;
namespace UnityEditor.Rendering
{
public static partial class CameraUI
{
///
/// Output Section
///
public static partial class Output
{
/// Draws Allow Dynamic Resolution related fields on the inspector
/// The serialized camera
/// The editor owner calling this drawer
/// Override property name
public static void Drawer_Output_AllowDynamicResolution(ISerializedCamera p, Editor owner, GUIContent customLabel = null)
{
EditorGUILayout.PropertyField(p.allowDynamicResolution, customLabel ?? Styles.allowDynamicResolution);
p.baseCameraSettings.allowDynamicResolution.boolValue = p.allowDynamicResolution.boolValue;
}
/// Draws Normalized ViewPort related fields on the inspector
/// The serialized camera
/// The editor owner calling this drawer
public static void Drawer_Output_NormalizedViewPort(ISerializedCamera p, Editor owner)
{
EditorGUILayout.PropertyField(p.baseCameraSettings.normalizedViewPortRect, Styles.viewport);
}
/// Draws Depth related fields on the inspector
/// The serialized camera
/// The editor owner calling this drawer
public static void Drawer_Output_Depth(ISerializedCamera p, Editor owner)
{
EditorGUILayout.PropertyField(p.baseCameraSettings.depth, Styles.depth);
}
/// Draws Render Target related fields on the inspector
/// The serialized camera
/// The editor owner calling this drawer
public static void Drawer_Output_RenderTarget(ISerializedCamera p, Editor owner)
{
EditorGUILayout.PropertyField(p.baseCameraSettings.targetTexture);
}
}
}
}