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using UnityEngine;using UnityEngine.XR.ARFoundation;
namespace UnityEditor.XR.ARFoundation{ [CustomEditor(typeof(ARCameraBackground))] internal class ARCameraBackgroundEditor : Editor { SerializedProperty m_UseCustomMaterial; SerializedProperty m_CustomMaterial;
static class Tooltips { public static readonly GUIContent useCustomMaterial = new GUIContent( "Use Custom Material", "When false, a material is generated automatically from the shader included in the platform-specific package. When true, the Custom Material is used instead, overriding the automatically generated one. This is not necessary for most AR experiences.");
public static readonly GUIContent customMaterial = new GUIContent( "Custom Material", "The material to use for background rendering."); }
public override void OnInspectorGUI() { serializedObject.Update();
EditorGUILayout.PropertyField(m_UseCustomMaterial, Tooltips.useCustomMaterial);
if (m_UseCustomMaterial.boolValue) { ++EditorGUI.indentLevel; EditorGUILayout.PropertyField(m_CustomMaterial, Tooltips.customMaterial); --EditorGUI.indentLevel; }
serializedObject.ApplyModifiedProperties(); }
void OnEnable() { m_UseCustomMaterial = serializedObject.FindProperty("m_UseCustomMaterial"); m_CustomMaterial = serializedObject.FindProperty("m_CustomMaterial"); } }}
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