using UnityEngine; namespace UnityEditor.Rendering.HighDefinition { static partial class DensityVolumeUI { internal static class Styles { public static readonly GUIContent k_VolumeHeader = new GUIContent("Volume"); public static readonly GUIContent k_DensityMaskTextureHeader = new GUIContent("Density Mask Texture"); public static readonly GUIContent[] s_Toolbar_Contents = new GUIContent[] { EditorGUIUtility.IconContent("EditCollider", "|Modify the base shape. (SHIFT+1)"), EditorGUIUtility.IconContent("PreMatCube", "|Modify the influence volume. (SHIFT+2)") }; public static readonly GUIContent s_Size = new GUIContent("Size", "Modify the size of this Density Volume. This is independent of the Transform's Scale."); public static readonly GUIContent s_AlbedoLabel = new GUIContent("Single Scattering Albedo", "The color this fog scatteres light to."); public static readonly GUIContent s_MeanFreePathLabel = new GUIContent("Fog Distance", "Density at the base of the fog. Determines how far you can see through the fog in meters."); public static readonly GUIContent s_VolumeTextureLabel = new GUIContent("Texture", "The fog Texture for the Density Mask. Generate this Texture type using the Density Volume Texture Tool."); public static readonly GUIContent s_TextureScrollLabel = new GUIContent("Scroll Speed", "Modify the speed for each axis at which HDRP scrolls the fog Texture."); public static readonly GUIContent s_TextureTileLabel = new GUIContent("Tiling", "Modify the tiling of the fog Texture on each axis individually."); public static readonly GUIContent s_BlendLabel = new GUIContent("Blend Distance", "Interior distance from the Size where the fog fades in completely."); public static readonly GUIContent s_InvertFadeLabel = new GUIContent("Invert Blend", "Inverts blend values so 0 becomes the new maximum value and the original maximum value becomes 0."); public static readonly GUIContent s_ManipulatonTypeContent = EditorGUIUtility.TrTextContent("Per Axis Control", "When checked, each face can be manipulated separatly. This also include fading options."); public static readonly GUIContent s_DistanceFadeStartLabel = new GUIContent("Distance Fade Start"); public static readonly GUIContent s_DistanceFadeEndLabel = new GUIContent("Distance Fade End"); public static readonly Color k_GizmoColorBase = new Color(180 / 255f, 180 / 255f, 180 / 255f, 8 / 255f).gamma; public static readonly Color[] k_BaseHandlesColor = new Color[] { new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma, new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma, new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma, new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma, new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma, new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma }; } } }