using System.Linq; using UnityEngine; namespace UnityEditor.Rendering { public static partial class CameraUI { 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."); /// /// ISO content /// public static readonly GUIContent ISO = EditorGUIUtility.TrTextContent("ISO", "Sets the light sensitivity of the Camera sensor. This property affects Exposure if you set its Mode to Use Physical Camera."); /// /// Shutter Speed content /// public static readonly GUIContent shutterSpeed = EditorGUIUtility.TrTextContent("Shutter Speed", "The amount of time the Camera sensor is capturing light."); /// /// Aperture content /// public static readonly GUIContent aperture = EditorGUIUtility.TrTextContent("Aperture", "The f-stop (f-number) of the lens. Lower values give a wider lens aperture."); /// /// Focus Distance content /// public static readonly GUIContent focusDistance = EditorGUIUtility.TrTextContent("Focus Distance", "The distance from the camera where objects appear sharp when Depth Of Field is enabled."); // Aperture Shape /// /// Aperture Shape content /// public static readonly GUIContent apertureShape = EditorGUIUtility.TrTextContent("Aperture Shape", "Common sensor sizes. Choose an item to set Sensor Size, or edit Sensor Size for your custom settings."); /// /// Blade Count content /// public static readonly GUIContent bladeCount = EditorGUIUtility.TrTextContent("Blade Count", "The number of blades in the lens aperture. Higher values give a rounder aperture shape."); /// /// Curvature content /// public static readonly GUIContent curvature = EditorGUIUtility.TrTextContent("Curvature", "Controls the curvature of the lens aperture blades. The minimum value results in fully-curved, perfectly-circular bokeh, and the maximum value results in visible aperture blades."); /// /// Barrel Clipping content /// public static readonly GUIContent barrelClipping = EditorGUIUtility.TrTextContent("Barrel Clipping", "Controls the self-occlusion of the lens, creating a cat's eye effect."); /// /// Anamorphism content /// public static readonly GUIContent anamorphism = EditorGUIUtility.TrTextContent("Anamorphism", "Use the slider to stretch the sensor to simulate an anamorphic look."); } } } }