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Implement custom drawer for layer mask parameters #3066

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Jan 12, 2021
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Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
using UnityEngine;
using UnityEngine.Rendering;
using UnityEditorInternal;

namespace UnityEditor.Rendering
{
Expand Down Expand Up @@ -104,4 +105,19 @@ public override bool OnGUI(SerializedDataParameter parameter, GUIContent title)
return true;
}
}

[VolumeParameterDrawer(typeof(LayerMaskParameter))]
sealed class LayerMaskParameterDrawer : VolumeParameterDrawer
{
public override bool OnGUI(SerializedDataParameter parameter, GUIContent title)
{
var value = parameter.value;

if (value.propertyType != SerializedPropertyType.LayerMask)
return false;

value.intValue = EditorGUILayout.MaskField(title, value.intValue, InternalEditorUtility.layers);
return true;
}
}
}
1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed decal draw order for ShaderGraph decal materials.
- Fixed StackLit ShaderGraph surface option property block to only display energy conserving specular color option for the specular parametrization (case 1257050)
- Fixed missing BeginCameraRendering call for custom render mode of a Camera.
- Fixed LayerMask editor for volume parameters.

### Changed
- Removed the material pass probe volumes evaluation mode.
Expand Down