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); } } } }