using UnityEditor; namespace VolumetricLights { [CustomEditor(typeof(VolumetricLightsTranslucency))] public class VolumetricLightsTranslucencyEditor : Editor { SerializedProperty preserveOriginalShader; SerializedProperty intensityMultiplier; SerializedProperty baseTexturePropertyName; SerializedProperty baseColorPropertyName; private void OnEnable () { preserveOriginalShader = serializedObject.FindProperty("preserveOriginalShader"); intensityMultiplier = serializedObject.FindProperty("intensityMultiplier"); baseTexturePropertyName = serializedObject.FindProperty("baseTexturePropertyName"); baseColorPropertyName = serializedObject.FindProperty("baseColorPropertyName"); } public override void OnInspectorGUI () { serializedObject.Update(); EditorGUILayout.PropertyField(preserveOriginalShader); if (!preserveOriginalShader.boolValue) { EditorGUILayout.PropertyField(intensityMultiplier); EditorGUILayout.PropertyField(baseTexturePropertyName); EditorGUILayout.PropertyField(baseColorPropertyName); } serializedObject.ApplyModifiedProperties(); } } }