44 lines
2.2 KiB
C#
44 lines
2.2 KiB
C#
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using UnityEngine;
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namespace UnityEditor.Rendering.Universal
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{
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static partial class UniversalRenderPipelineCameraUI
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{
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public partial class Output
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{
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public class Styles
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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public static GUIContent[] xrTargetEyeOptions =
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{
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EditorGUIUtility.TrTextContent("None"),
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EditorGUIUtility.TrTextContent("Both"),
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};
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public static int[] xrTargetEyeValues = { 0, 1 };
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public static readonly GUIContent xrTargetEye = EditorGUIUtility.TrTextContent("Target Eye",
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"Allows XR rendering if target eye sets to both eye. Disable XR for this camera otherwise.");
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#endif
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// Using the pipeline Settings
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public static GUIContent[] displayedCameraOptions =
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{
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EditorGUIUtility.TrTextContent("Off"),
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EditorGUIUtility.TrTextContent("Use settings from Render Pipeline Asset"),
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};
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public static int[] cameraOptions = { 0, 1 };
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public static readonly GUIContent targetTextureLabel = EditorGUIUtility.TrTextContent("Output Texture", "The texture to render this camera into, if none then this camera renders to screen.");
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public static string inspectorOverlayCameraText = L10n.Tr("Inspector Overlay Camera");
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public static GUIContent allowMSAA = EditorGUIUtility.TrTextContent("MSAA", "Enables Multi-Sample Anti-Aliasing, a technique that smooths jagged edges.");
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public static GUIContent allowHDR = EditorGUIUtility.TrTextContent("HDR", "High Dynamic Range gives you a wider range of light intensities, so your lighting looks more realistic. With it, you can still see details and experience less saturation even with bright light.", (Texture)null);
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public static string cameraTargetTextureMSAA = L10n.Tr("Camera target texture requires {0}x MSAA. Universal pipeline {1}.");
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public static string pipelineMSAACapsSupportSamples = L10n.Tr("is set to support {0}x");
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public static string pipelineMSAACapsDisabled = L10n.Tr("has MSAA disabled");
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}
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}
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}
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}
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