in unity/Assets/PostProcessingV2/Editor/PostProcessLayerEditor.cs [196:243]
void DoToolkit()
{
EditorUtilities.DrawSplitter();
m_ShowToolkit.boolValue = EditorUtilities.DrawHeader("Toolkit", m_ShowToolkit.boolValue);
if (m_ShowToolkit.boolValue)
{
GUILayout.Space(2);
if (GUILayout.Button(EditorUtilities.GetContent("Export frame to EXR..."), EditorStyles.miniButton))
{
var menu = new GenericMenu();
menu.AddItem(EditorUtilities.GetContent("Full Frame (as displayed)"), false, () => ExportFrameToExr(ExportMode.FullFrame));
menu.AddItem(EditorUtilities.GetContent("Disable post-processing"), false, () => ExportFrameToExr(ExportMode.DisablePost));
menu.AddItem(EditorUtilities.GetContent("Break before Color Grading (Linear)"), false, () => ExportFrameToExr(ExportMode.BreakBeforeColorGradingLinear));
menu.AddItem(EditorUtilities.GetContent("Break before Color Grading (Log)"), false, () => ExportFrameToExr(ExportMode.BreakBeforeColorGradingLog));
menu.ShowAsContext();
}
if (GUILayout.Button(EditorUtilities.GetContent("Select all layer volumes|Selects all the volumes that will influence this layer."), EditorStyles.miniButton))
{
var volumes = RuntimeUtilities.GetAllSceneObjects<PostProcessVolume>()
.Where(x => (m_VolumeLayer.intValue & (1 << x.gameObject.layer)) != 0)
.Select(x => x.gameObject)
.Cast<UnityEngine.Object>()
.ToArray();
if (volumes.Length > 0)
Selection.objects = volumes;
}
if (GUILayout.Button(EditorUtilities.GetContent("Select all active volumes|Selects all volumes currently affecting the layer."), EditorStyles.miniButton))
{
var volumes = new List<PostProcessVolume>();
PostProcessManager.instance.GetActiveVolumes(m_Target, volumes);
if (volumes.Count > 0)
{
Selection.objects = volumes
.Select(x => x.gameObject)
.Cast<UnityEngine.Object>()
.ToArray();
}
}
GUILayout.Space(3);
}
}