using UnityEngine; namespace UnityEditor.Rendering.Universal { static partial class UniversalRenderPipelineCameraUI { public partial class Output { public class Styles { #if ENABLE_VR && ENABLE_XR_MODULE public static GUIContent[] xrTargetEyeOptions = { EditorGUIUtility.TrTextContent("None"), EditorGUIUtility.TrTextContent("Both"), }; public static int[] xrTargetEyeValues = { 0, 1 }; public static readonly GUIContent xrTargetEye = EditorGUIUtility.TrTextContent("Target Eye", "Allows XR rendering if target eye sets to both eye. Disable XR for this camera otherwise."); #endif // Using the pipeline Settings public static GUIContent[] displayedCameraOptions = { EditorGUIUtility.TrTextContent("Off"), EditorGUIUtility.TrTextContent("Use settings from Render Pipeline Asset"), }; public static int[] cameraOptions = { 0, 1 }; public static readonly GUIContent targetTextureLabel = EditorGUIUtility.TrTextContent("Output Texture", "The texture to render this camera into, if none then this camera renders to screen."); public static string inspectorOverlayCameraText = L10n.Tr("Inspector Overlay Camera"); public static GUIContent allowMSAA = EditorGUIUtility.TrTextContent("MSAA", "Enables Multi-Sample Anti-Aliasing, a technique that smooths jagged edges."); 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); public static string cameraTargetTextureMSAA = L10n.Tr("Camera target texture requires {0}x MSAA. Universal pipeline {1}."); public static string pipelineMSAACapsSupportSamples = L10n.Tr("is set to support {0}x"); public static string pipelineMSAACapsDisabled = L10n.Tr("has MSAA disabled"); } } } }