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64 行
5.9 KiB
64 行
5.9 KiB
using UnityEngine;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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public sealed partial class DiffusionProfileSettingsEditor
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{
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sealed class Styles
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{
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public readonly GUIContent profilePreview0 = new GUIContent("Profile Preview");
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public readonly GUIContent profilePreview1 = new GUIContent("Shows the fraction of light scattered from the source (center).");
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public readonly GUIContent profilePreview2 = new GUIContent("The distance to the boundary of the image corresponds to the Max Radius.");
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public readonly GUIContent profilePreview3 = new GUIContent("Note that the intensity of pixels around the center may be clipped.");
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public readonly GUIContent transmittancePreview0 = new GUIContent("Transmittance Preview");
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public readonly GUIContent transmittancePreview1 = new GUIContent("Shows the fraction of light passing through the object for thickness values from the remap.");
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public readonly GUIContent transmittancePreview2 = new GUIContent("Can be viewed as a cross section of a slab of material illuminated by white light from the left.");
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public readonly GUIContent profileScatteringDistance = new GUIContent("Scattering Distance", "Determines the shape of the profile, and the blur radius of the filter per color channel. Alpha is ignored.");
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public readonly GUIContent profileTransmissionTint = new GUIContent("Transmission tint", "Color which tints transmitted light. Alpha is ignored.");
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public readonly GUIContent profileMaxRadius = new GUIContent("Max Radius", "Effective radius of the filter (in millimeters). The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Reducing the distance increases the sharpness of the result.");
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public readonly GUIContent texturingMode = new GUIContent("Texturing Mode", "Specifies when the diffuse texture should be applied.");
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public readonly GUIContent[] texturingModeOptions = new GUIContent[2]
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{
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new GUIContent("Pre- and post-scatter", "Texturing is performed during both the lighting and the SSS passes. Slightly blurs the diffuse texture. Choose this mode if your diffuse texture contains little to no SSS lighting."),
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new GUIContent("Post-scatter", "Texturing is performed only during the SSS pass. Effectively preserves the sharpness of the diffuse texture. Choose this mode if your diffuse texture already contains SSS lighting (e.g. a photo of skin).")
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};
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public readonly GUIContent profileTransmissionMode = new GUIContent("Transmission Mode", "Configures the simulation of light passing through thin objects. Depends on the thickness value (which is applied in the normal direction).");
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public readonly GUIContent[] transmissionModeOptions = new GUIContent[2]
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{
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new GUIContent("Regular", "Choose this mode for moderately thick objects. For performance reasons, transmitted light ignores occlusion (shadows)."),
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new GUIContent("Thin Object", "Choose this mode for thin objects, such as paper or leaves. Transmitted light reuses the shadowing state of the surface.")
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};
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public readonly GUIContent profileMinMaxThickness = new GUIContent("Min-Max Thickness (mm)", "Shows the values of the thickness remap below (in millimeters).");
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public readonly GUIContent profileThicknessRemap = new GUIContent("Thickness Remap (mm)", "Remaps the thickness parameter from [0, 1] to the desired range (in millimeters).");
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public readonly GUIContent profileWorldScale = new GUIContent("World Scale", "Size of the world unit in meters.");
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public readonly GUIContent profileIor = new GUIContent("Index of Refraction", "Index of refraction. 1.4 for skin. Between 1.3-1.5 for most other material.");
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// Jimenez SSS Model
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public readonly GUIContent profileScatterDistance1 = new GUIContent("Scattering Distance #1", "The radius (in centimeters) of the 1st Gaussian filter, one per color channel. Alpha is ignored. The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Smaller values increase the sharpness.");
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public readonly GUIContent profileScatterDistance2 = new GUIContent("Scattering Distance #2", "The radius (in centimeters) of the 2nd Gaussian filter, one per color channel. Alpha is ignored. The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Smaller values increase the sharpness.");
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public readonly GUIContent profileLerpWeight = new GUIContent("Filter Interpolation", "Controls linear interpolation between the two Gaussian filters.");
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// End Jimenez SSS Model
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public readonly GUIStyle centeredMiniBoldLabel = new GUIStyle(GUI.skin.label);
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public readonly GUIContent SubsurfaceScatteringLabel = new GUIContent("Subsurface Scattering only");
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public readonly GUIContent TransmissionLabel = new GUIContent("Transmission only");
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public Styles()
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{
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centeredMiniBoldLabel.alignment = TextAnchor.MiddleCenter;
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centeredMiniBoldLabel.fontSize = 10;
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centeredMiniBoldLabel.fontStyle = FontStyle.Bold;
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}
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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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