using UnityEditor; using UnityEngine; namespace NBF { [CustomEditor(typeof(UIBlur))] public class UIBlurEditor : Editor { private UIBlur _target; void OnEnable() { _target = target as UIBlur; // lookAtPoint = serializedObject.FindProperty("lookAtPoint"); } public override void OnInspectorGUI() { base.OnInspectorGUI(); if (GUILayout.Button("Blur")) { _target.CaptureAndBlurOnce(); } } } }