using UnityEngine; namespace UnityEditor.Rendering { public partial class LightUI { /// /// Styles /// public static class Styles { /// Title with "General" public static readonly GUIContent generalHeader = EditorGUIUtility.TrTextContent("General"); /// Title with "Shape" public static readonly GUIContent shapeHeader = EditorGUIUtility.TrTextContent("Shape"); /// Title with "Rendering" public static readonly GUIContent renderingHeader = EditorGUIUtility.TrTextContent("Rendering"); /// Title with "Emission" public static readonly GUIContent emissionHeader = EditorGUIUtility.TrTextContent("Emission"); /// Title with "Shadows" public static readonly GUIContent shadowHeader = EditorGUIUtility.TrTextContent("Shadows"); /// Title with "Light Layer" public static readonly GUIContent lightLayer = EditorGUIUtility.TrTextContent("Rendering Layer Mask", "Specifies the Rendering Layers that the Light affects. This Light illuminates Renderers with matching Rendering Layer flags."); // Emission /// Label with "Color" public static readonly GUIContent color = EditorGUIUtility.TrTextContent("Color", "Specifies the color this Light emits."); /// Label with "Color" public static readonly GUIContent lightAppearance = EditorGUIUtility.TrTextContent("Light Appearance", "Specifies the mode for this Light's color is calculated."); /// List of the appearance options public static readonly GUIContent[] lightAppearanceOptions = new[] { EditorGUIUtility.TrTextContent("Color"), EditorGUIUtility.TrTextContent("Filter and Temperature") }; /// List of the appearance units public static readonly GUIContent[] lightAppearanceUnits = new[] { EditorGUIUtility.TrTextContent("Kelvin") }; /// Label for color filter public static readonly GUIContent colorFilter = EditorGUIUtility.TrTextContent("Filter", "Specifies a color which tints the Light source."); /// Label for color temperature public static readonly GUIContent colorTemperature = EditorGUIUtility.TrTextContent("Temperature", "Specifies a temperature (in Kelvin) used to correlate a color for the Light. For reference, White is 6500K."); /// When using Preset of Light Component, only a subset of properties are supported. Unsupported properties are hidden. public static readonly string unsupportedPresetPropertiesMessage = L10n.Tr("When using Preset of Light Component, only a subset of properties are supported. Unsupported properties are hidden."); /// Label for light intensity (with light units) public static readonly GUIContent lightIntensity = EditorGUIUtility.TrTextContent("Intensity", "Sets the strength of the Light. Use the drop-down to select the light units to use."); /// Label for light's lux at distance property public static readonly GUIContent luxAtDistance = EditorGUIUtility.TrTextContent("At", "Sets the distance, in meters, where a surface receives the amount of light equivalent to the provided number of Lux."); /// Label for light's enable spot reflector property public static readonly GUIContent enableSpotReflector = EditorGUIUtility.TrTextContent("Reflector", "When enabled, simulates a physically correct Spot Light using a reflector. This means the narrower the Outer Angle, the more intense the Spot Light. When disabled, the intensity of the Light matches the one of a Point Light and thus remains constant regardless of the Outer Angle."); } } }