using UnityEngine; namespace UnityEditor.Rendering { /// Camera UI Shared Properties among SRP public static partial class CameraUI { /// /// Rendering section /// public static partial class Rendering { /// /// Styles /// public static class Styles { /// /// Header of the section /// public static readonly GUIContent header = EditorGUIUtility.TrTextContent("Rendering", "These settings control for the specific rendering features for this camera."); /// /// antialiasing content /// public static readonly GUIContent antialiasing = EditorGUIUtility.TrTextContent("Post Anti-aliasing", "The postprocess anti-aliasing method to use."); /// /// dithering content /// public static readonly GUIContent dithering = EditorGUIUtility.TrTextContent("Dithering", "Applies 8-bit dithering to the final render to reduce color banding."); /// /// stopNaNs content /// public static readonly GUIContent stopNaNs = EditorGUIUtility.TrTextContent("Stop NaNs", "Automatically replaces NaN/Inf in shaders by a black pixel to avoid breaking some effects. This will slightly affect performances and should only be used if you experience NaN issues that you can't fix."); /// /// cullingMask content /// public static readonly GUIContent cullingMask = EditorGUIUtility.TrTextContent("Culling Mask"); /// /// occlusionCulling content /// public static readonly GUIContent occlusionCulling = EditorGUIUtility.TrTextContent("Occlusion Culling"); /// /// renderingPath content /// public static readonly GUIContent renderingPath = EditorGUIUtility.TrTextContent("Custom Frame Settings", "Define the custom Frame Settings for this Camera to use."); /// /// exposureTarget content /// public static readonly GUIContent exposureTarget = EditorGUIUtility.TrTextContent("Exposure Target", "The object used as a target for centering the Exposure's Procedural Mask metering mode when target object option is set (See Exposure Volume Component)."); } } } }