using System.Linq;
using UnityEngine;
namespace UnityEditor.Rendering
{
/// Camera UI Shared Properties among SRP
public static partial class CameraUI
{
///
/// Physical camera content content
///
public static partial class PhysicalCamera
{
///
/// Styles
///
public static class Styles
{
// Camera Body
///
/// Camera Body content
///
public static readonly GUIContent cameraBody = EditorGUIUtility.TrTextContent("Camera Body");
///
/// Sensor type content
///
public static readonly GUIContent sensorType = EditorGUIUtility.TrTextContent("Sensor Type", "Common sensor sizes. Choose an item to set Sensor Size, or edit Sensor Size for your custom settings.");
///
/// Aperture format names
///
public static readonly string[] apertureFormatNames = CameraEditor.Settings.ApertureFormatNames.ToArray();
///
/// Aperture format values
///
public static readonly Vector2[] apertureFormatValues = CameraEditor.Settings.ApertureFormatValues.ToArray();
///
/// Custom preset index
///
public static readonly int customPresetIndex = apertureFormatNames.Length - 1;
///
/// Sensor size
///
public static readonly GUIContent sensorSize = EditorGUIUtility.TrTextContent("Sensor Size", "The size of the camera sensor in millimeters.");
///
/// Gate Fit
///
public static readonly GUIContent gateFit = EditorGUIUtility.TrTextContent("Gate Fit", "Determines how the rendered area (resolution gate) fits into the sensor area (film gate).");
// Lens
///
/// Lens content
///
public static readonly GUIContent lens = EditorGUIUtility.TrTextContent("Lens");
///
/// Focal Length Content
///
public static readonly GUIContent focalLength = EditorGUIUtility.TrTextContent("Focal Length", "The simulated distance between the lens and the sensor of the physical camera. Larger values give a narrower field of view.");
///
/// Shift content
///
public static readonly GUIContent shift = EditorGUIUtility.TrTextContent("Shift", "Offset from the camera sensor. Use these properties to simulate a shift lens. Measured as a multiple of the sensor size.");
}
}
}
}