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This repository was archived by the owner on Nov 30, 2020. It is now read-only.
EditorGUILayout.PropertyField(m_DebugDisplay,EditorUtilities.GetContent("Display|Toggle visibility of the debug layer on & off in the Game View."));
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GUILayout.Space(2);
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if(m_DebugDisplay.boolValue)
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EditorGUI.indentLevel++;
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{
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if(!SystemInfo.supportsComputeShaders)
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EditorGUILayout.HelpBox("The debug layer only works on compute-shader enabled platforms.",MessageType.Info);
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EditorGUILayout.PropertyField(m_DebugDisplay,EditorUtilities.GetContent("Display|Toggle visibility of the debug layer on & off in the Game View."));
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EditorGUILayout.PropertyField(m_DebugMonitor,EditorUtilities.GetContent("Monitor|The real-time monitor to display on the debug layer."));
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EditorGUILayout.PropertyField(m_DebugLightMeter,EditorUtilities.GetContent("HDR Light Meter|Light metering utility used to setup auto exposure. Note that it will only display correct values when using a full-HDR workflow (HDR camera, HDR/Custom color grading)."));
EditorGUILayout.PropertyField(m_DebugMonitor,EditorUtilities.GetContent("Monitor|The real-time monitor to display on the debug layer."));
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EditorGUILayout.PropertyField(m_DebugLightMeter,EditorUtilities.GetContent("HDR Light Meter|Light metering utility used to setup auto exposure. Note that it will only display correct values when using a full-HDR workflow (HDR camera, HDR/Custom color grading)."));
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}
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if(!SystemInfo.supportsComputeShaders)
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EditorGUILayout.HelpBox("The debug layer only works on compute-shader enabled platforms.",MessageType.Warning);
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EditorGUILayout.HelpBox("This feature is still a work in progress.",MessageType.Info);
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