2021-09-09 20:42:29 -04:00

45 lines
3.2 KiB
C#

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
};
}
}
}