using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { [VolumeComponentEditor(typeof(Tonemapping))] sealed class TonemappingEditor : VolumeComponentEditor { SerializedDataParameter m_Mode; public override void OnEnable() { var o = new PropertyFetcher(serializedObject); m_Mode = Unpack(o.Find(x => x.mode)); } public override void OnInspectorGUI() { if (UniversalRenderPipeline.asset?.postProcessingFeatureSet == PostProcessingFeatureSet.PostProcessingV2) { EditorGUILayout.HelpBox(UniversalRenderPipelineAssetEditor.Styles.postProcessingGlobalWarning, MessageType.Warning); return; } PropertyField(m_Mode); // Display a warning if the user is trying to use a tonemap while rendering in LDR if (UniversalRenderPipeline.asset?.supportsHDR == false) EditorGUILayout.HelpBox("Tonemapping should only be used when working in HDR.", MessageType.Warning); } } }