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.");
}
}
}