using UnityEngine; namespace UnityEditor.Experimental.Rendering.HDPipeline { public sealed partial class HDRenderPipelineInspector { 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 settingsLabel = new GUIContent("Settings"); public readonly GUIContent renderPipelineSettings = new GUIContent("Render Pipeline Settings"); public readonly GUIContent supportDBuffer = new GUIContent("Support Decal buffer"); public readonly GUIContent supportMSAA = new GUIContent("Support MSAA"); // 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"); // LightLoop Settings public readonly GUIContent textureSettings = new GUIContent("LightLoop 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 skyReflectionSize = new GUIContent("Sky Reflection Size"); public readonly GUIContent skyLightingOverride = new GUIContent("Sky Lighting Override Mask", "This layer mask will define in which layers the sky system will look for sky settings volumes for lighting override."); public readonly GUIContent defaultFrameSettings = new GUIContent("Default Frame 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"); public readonly GUIContent enableAsyncCompute = new GUIContent("Enable Async Compute"); public readonly GUIContent enableShadowMask = new GUIContent("Enable Shadow Mask"); // LightLoop Settings public readonly GUIContent lightLoopSettings = new GUIContent("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 sssSettings = new GUIContent("Subsurface Scattering Settings"); } 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(); } } }