using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition { [CustomEditor(typeof(HDRenderPipelineAsset))] [CanEditMultipleObjects] sealed class HDRenderPipelineEditor : Editor { SerializedHDRenderPipelineAsset m_SerializedHDRenderPipeline; internal bool largeLabelWidth = true; void OnEnable() { m_SerializedHDRenderPipeline = new SerializedHDRenderPipelineAsset(serializedObject); } public override void OnInspectorGUI() { var serialized = m_SerializedHDRenderPipeline; serialized.Update(); // In the quality window use more space for the labels // [case 1253090] we also have to check if labelWidth was scaled already, to avoid scaling twice. // This can happen if we get a second Inspector.Draw before the first one returns (and labelwidth is reset). const float labelWidthThreshold = 150; if (!largeLabelWidth && (EditorGUIUtility.labelWidth <= labelWidthThreshold)) EditorGUIUtility.labelWidth *= 2; HDRenderPipelineUI.Inspector.Draw(serialized, this); if (!largeLabelWidth && (EditorGUIUtility.labelWidth > labelWidthThreshold)) EditorGUIUtility.labelWidth *= 0.5f; serialized.Apply(); } } }