using UnityEngine.Rendering; namespace UnityEditor.Rendering { internal class SerializedProbeAdjustmentVolume { internal SerializedProperty shape; internal SerializedProperty size; internal SerializedProperty radius; internal SerializedProperty mode; internal SerializedProperty intensityScale; internal SerializedProperty overriddenDilationThreshold; internal SerializedProperty virtualOffsetRotation; internal SerializedProperty virtualOffsetDistance; internal SerializedProperty virtualOffsetThreshold; internal SerializedProperty geometryBias; internal SerializedProperty rayOriginBias; internal SerializedProperty skyDirection; internal SerializedProperty directSampleCount; internal SerializedProperty indirectSampleCount; internal SerializedProperty sampleCountMultiplier; internal SerializedProperty maxBounces; internal SerializedProperty skyOcclusionSampleCount; internal SerializedProperty skyOcclusionMaxBounces; internal SerializedProperty renderingLayerMaskOperation; internal SerializedProperty renderingLayerMask; internal SerializedProbeAdjustmentVolume(SerializedObject obj) { var o = new PropertyFetcher(obj); shape = o.Find(x => x.shape); size = o.Find(x => x.size); radius = o.Find(x => x.radius); mode = o.Find(x => x.mode); intensityScale = o.Find(x => x.intensityScale); overriddenDilationThreshold = o.Find(x => x.overriddenDilationThreshold); virtualOffsetRotation = o.Find(x => x.virtualOffsetRotation); virtualOffsetDistance = o.Find(x => x.virtualOffsetDistance); virtualOffsetThreshold = o.Find(x => x.virtualOffsetThreshold); geometryBias = o.Find(x => x.geometryBias); rayOriginBias = o.Find(x => x.rayOriginBias); skyDirection = o.Find(x => x.skyDirection); directSampleCount = o.Find(x => x.directSampleCount); indirectSampleCount = o.Find(x => x.indirectSampleCount); sampleCountMultiplier = o.Find(x => x.sampleCountMultiplier); maxBounces = o.Find(x => x.maxBounces); skyOcclusionSampleCount = o.Find(x => x.skyOcclusionSampleCount); skyOcclusionMaxBounces = o.Find(x => x.skyOcclusionMaxBounces); renderingLayerMaskOperation = o.Find(x => x.renderingLayerMaskOperation); renderingLayerMask = o.Find(x => x.renderingLayerMask); } } }