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49 行
2.6 KiB
49 行
2.6 KiB
using UnityEngine;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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public sealed partial class HDRenderPipelineInspector
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{
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sealed class Styles
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{
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public readonly GUIContent defaults = new GUIContent("Defaults");
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public readonly GUIContent renderPipelineResources = new GUIContent("Render Pipeline Resources", "Set of resources that need to be loaded when creating stand alone");
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public readonly GUIContent settingsLabel = new GUIContent("Settings");
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public readonly GUIContent renderPipelineSettings = new GUIContent("Render Pipeline Settings");
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public readonly GUIContent supportDBuffer = new GUIContent("Support Decal buffer");
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public readonly GUIContent supportMSAA = new GUIContent("Support MSAA");
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// Shadow Settings
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public readonly GUIContent shadowSettings = new GUIContent("Shadow Settings");
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public readonly GUIContent shadowsAtlasWidth = new GUIContent("Atlas Width");
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public readonly GUIContent shadowsAtlasHeight = new GUIContent("Atlas Height");
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// LightLoop Settings
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public readonly GUIContent textureSettings = new GUIContent("LightLoop Settings");
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public readonly GUIContent spotCookieSize = new GUIContent("Spot Cookie Size");
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public readonly GUIContent pointCookieSize = new GUIContent("Point Cookie Size");
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public readonly GUIContent reflectionCubemapSize = new GUIContent("Reflection Cubemap Size");
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public readonly GUIContent reflectionCacheCompressed = new GUIContent("Compress Reflection Probe Cache");
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public readonly GUIContent skyReflectionSize = new GUIContent("Sky Reflection Size");
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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.");
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public readonly GUIContent defaultFrameSettings = new GUIContent("Default Frame Settings");
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// Rendering Settings
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public readonly GUIContent renderingSettingsLabel = new GUIContent("Rendering Settings");
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public readonly GUIContent diffusionProfileSettings = new GUIContent("Diffusion Profile Settings");
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}
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static Styles s_Styles;
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// Can't use a static initializer in case we need to create GUIStyle in the Styles class as
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// these can only be created with an active GUI rendering context
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void CheckStyles()
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{
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if (s_Styles == null)
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s_Styles = new Styles();
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}
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}
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}
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