Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/Camera/UniversalRenderPipelineCame...
2024-05-06 11:45:45 -07:00

44 lines
2.2 KiB
C#

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");
}
}
}
}