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49 行
2.6 KiB

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 diffusionProfileSettings = new GUIContent("Diffusion Profile 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();
}
}
}