using UnityEngine;
namespace UnityEditor.Rendering
{
/// Camera UI Shared Properties among SRP
public static partial class CameraUI
{
///
/// Rendering section
///
public static partial class Rendering
{
///
/// Styles
///
public static class Styles
{
///
/// Header of the section
///
public static readonly GUIContent header = EditorGUIUtility.TrTextContent("Rendering", "These settings control for the specific rendering features for this camera.");
///
/// antialiasing content
///
public static readonly GUIContent antialiasing = EditorGUIUtility.TrTextContent("Post Anti-aliasing", "The postprocess anti-aliasing method to use.");
///
/// dithering content
///
public static readonly GUIContent dithering = EditorGUIUtility.TrTextContent("Dithering", "Applies 8-bit dithering to the final render to reduce color banding.");
///
/// stopNaNs content
///
public static readonly GUIContent stopNaNs = EditorGUIUtility.TrTextContent("Stop NaNs", "Automatically replaces NaN/Inf in shaders by a black pixel to avoid breaking some effects. This will slightly affect performances and should only be used if you experience NaN issues that you can't fix.");
///
/// cullingMask content
///
public static readonly GUIContent cullingMask = EditorGUIUtility.TrTextContent("Culling Mask");
///
/// occlusionCulling content
///
public static readonly GUIContent occlusionCulling = EditorGUIUtility.TrTextContent("Occlusion Culling");
///
/// renderingPath content
///
public static readonly GUIContent renderingPath = EditorGUIUtility.TrTextContent("Custom Frame Settings", "Define the custom Frame Settings for this Camera to use.");
///
/// exposureTarget content
///
public static readonly GUIContent exposureTarget = EditorGUIUtility.TrTextContent("Exposure Target", "The object used as a target for centering the Exposure's Procedural Mask metering mode when target object option is set (See Exposure Volume Component).");
}
}
}
}