using UnityEngine; namespace UnityEditor.Experimental.Rendering.HDPipeline { public sealed partial class HDRenderPipelineInspector { // TODO: missing tooltips sealed class Styles { public readonly GUIContent defaults = new GUIContent("Defaults"); public readonly GUIContent renderPipelineResources = new GUIContent("Render Pipeline Resources", "Set of resources that need to be loaded when creating stand alone"); public readonly GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material", "Material to use when creating objects"); public readonly GUIContent defaultShader = new GUIContent("Default Shader", "Shader to use when creating materials"); public readonly GUIContent settingsLabel = new GUIContent("Settings"); // Rendering Settings public readonly GUIContent renderingSettingsLabel = new GUIContent("Rendering Settings"); public readonly GUIContent useForwardRenderingOnly = new GUIContent("Use Forward Rendering Only"); public readonly GUIContent useDepthPrepassWithDeferredRendering = new GUIContent("Use Depth Prepass with Deferred rendering"); public readonly GUIContent renderAlphaTestOnlyInDeferredPrepass = new GUIContent("Alpha Test Only"); // Texture Settings public readonly GUIContent textureSettings = new GUIContent("Texture Settings"); public readonly GUIContent spotCookieSize = new GUIContent("Spot Cookie Size"); public readonly GUIContent pointCookieSize = new GUIContent("Point Cookie Size"); public readonly GUIContent reflectionCubemapSize = new GUIContent("Reflection Cubemap Size"); public readonly GUIContent reflectionCacheCompressed = new GUIContent("Compress Reflection Probe Cache"); public readonly GUIContent sssSettings = new GUIContent("Subsurface Scattering Settings"); // Shadow Settings public readonly GUIContent shadowSettings = new GUIContent("Shadow Settings"); public readonly GUIContent shadowsAtlasWidth = new GUIContent("Atlas Width"); public readonly GUIContent shadowsAtlasHeight = new GUIContent("Atlas Height"); // Tile pass Settings public readonly GUIContent tileLightLoopSettings = new GUIContent("Tile Light Loop Settings"); public readonly GUIContent enableTileAndCluster = new GUIContent("Tile/Clustered"); public readonly GUIContent enableComputeLightEvaluation = new GUIContent("Compute Light Evaluation"); public readonly GUIContent enableComputeLightVariants = new GUIContent("Compute Light Variants"); public readonly GUIContent enableComputeMaterialVariants = new GUIContent("Compute Material Variants"); public readonly GUIContent enableFptlForForwardOpaque = new GUIContent("Fptl for forward opaque"); public readonly GUIContent enableBigTilePrepass = new GUIContent("Big tile prepass"); public readonly GUIContent enableAsyncCompute = new GUIContent("Enable Async Compute"); } static Styles s_Styles; // Can't use a static initializer in case we need to create GUIStyle in the Styles class as // these can only be created with an active GUI rendering context void CheckStyles() { if (s_Styles == null) s_Styles = new Styles(); } } }