UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.PhysicalCamera.Drawers.cs
2024-10-27 10:53:47 +03:00

50 lines
2.2 KiB
C#

namespace UnityEditor.Rendering.Universal
{
using CED = CoreEditorDrawer<UniversalRenderPipelineSerializedCamera>;
static partial class UniversalRenderPipelineCameraUI
{
public partial class PhysicalCamera
{
public static readonly CED.IDrawer Drawer;
static PhysicalCamera()
{
Drawer = CED.Conditional(
(serialized, owner) => serialized.projectionMatrixMode.intValue == (int)CameraUI.ProjectionMatrixMode.PhysicalPropertiesBased,
CED.Group(
CameraUI.PhysicalCamera.Styles.cameraBody,
GroupOption.Indent,
CED.Group(
GroupOption.Indent,
CameraUI.PhysicalCamera.Drawer_PhysicalCamera_CameraBody_Sensor,
CameraUI.PhysicalCamera.Drawer_PhysicalCamera_CameraBody_ISO,
CameraUI.PhysicalCamera.Drawer_PhysicalCamera_CameraBody_ShutterSpeed,
CameraUI.PhysicalCamera.Drawer_PhysicalCamera_CameraBody_GateFit
)
),
CED.Group(
CameraUI.PhysicalCamera.Styles.lens,
GroupOption.Indent,
CED.Group(
GroupOption.Indent,
CameraUI.PhysicalCamera.Drawer_PhysicalCamera_Lens_FocalLength,
CameraUI.PhysicalCamera.Drawer_PhysicalCamera_Lens_Shift,
CameraUI.PhysicalCamera.Drawer_PhysicalCamera_Lens_Aperture,
CameraUI.PhysicalCamera.Drawer_PhysicalCamera_FocusDistance
)
),
CED.Group(
CameraUI.PhysicalCamera.Styles.apertureShape,
GroupOption.Indent,
CED.Group(
GroupOption.Indent,
CameraUI.PhysicalCamera.Drawer_PhysicalCamera_ApertureShape
)
)
);
}
}
}
}