using System;
namespace UnityEditor.Rendering.PostProcessing
{
///
/// Tells a class which run-time type it's an editor
/// for. When you make a custom editor for an effect, you need put this attribute on the editor
/// class.
///
///
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public sealed class PostProcessEditorAttribute : Attribute
{
///
/// The type that this editor can edit.
///
public readonly Type settingsType;
///
/// Creates a new attribute.
///
/// The type that this editor can edit
public PostProcessEditorAttribute(Type settingsType)
{
this.settingsType = settingsType;
}
}
}