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; } } }