using UnityEngine; namespace UnityEditor.Rendering.HighDefinition { static partial class LocalVolumetricFogUI { internal static class Styles { public static readonly GUIContent k_VolumeHeader = new GUIContent("Volume"); public static readonly GUIContent k_DensityMaskTextureHeader = new GUIContent("Mask Texture"); public static readonly GUIContent k_MaskMaterialTextureHeader = new GUIContent("Mask Material"); public static readonly GUIContent s_ScaleMode = new GUIContent("Scale Mode", "Specifies the scaling mode to apply to the Local Volumetric Fog Volume."); public static readonly GUIContent s_Size = new GUIContent("Size", "Modify the size of this Local Volumetric Fog. This is independent of the Transform's Scale."); public static readonly GUIContent s_AlbedoLabel = new GUIContent("Single Scattering Albedo", "The color this fog scatters light to."); public static readonly GUIContent s_MeanFreePathLabel = new GUIContent("Fog Distance", "Density at the base of the fog. Determines how far you can see through the fog in meters."); public static readonly GUIContent s_BlendingModeLabel = new GUIContent("Blending Mode", "Determines how the fog volume will blend with other fogs in the scene."); public static readonly GUIContent s_PriorityLabel = new GUIContent("Priority", "Priority."); public static readonly GUIContent s_VolumeTextureLabel = new GUIContent("Texture", "The fog Texture for the Density Mask."); public static readonly GUIContent s_TextureScrollLabel = new GUIContent("Scroll Speed", "Modify the speed for each axis at which HDRP scrolls the fog Texture."); public static readonly GUIContent s_TextureTileLabel = new GUIContent("Tiling", "Modify the tiling of the fog Texture on each axis individually."); public static readonly GUIContent s_BlendLabel = new GUIContent("Blend Distance", "Interior distance from the Size where the fog fades in completely."); public static readonly GUIContent s_InvertFadeLabel = new GUIContent("Invert Blend", "Inverts blend values so 0 becomes the new maximum value and the original maximum value becomes 0."); public static readonly GUIContent s_FalloffMode = new GUIContent("Falloff Mode", "When Blend Distance is above 0, controls which kind of falloff is applied to the transition area."); public static readonly GUIContent s_ManipulatonTypeContent = EditorGUIUtility.TrTextContent("Per Axis Control", "When checked, each face can be manipulated separately. This also include fading options."); public static readonly GUIContent s_MaskMode = EditorGUIUtility.TrTextContent("Mask Mode", "Texture mask mode uses a 3D texture as color and density mask. Material mask mode uses a Fog Volume Material to mask color and density."); public static readonly GUIContent s_MaterialMask = EditorGUIUtility.TrTextContent("Material", "The material used to mask the color and density. The Material needs to use a Fog Volume shader graph to be compatible."); public static readonly GUIContent s_DistanceFadeStartLabel = new GUIContent("Distance Fade Start", "Sets the distance from the Camera where Local Volumetric Fog starts to fade out."); public static readonly GUIContent s_DistanceFadeEndLabel = new GUIContent("Distance Fade End", "Sets the distance from the Camera where Local Volumetric Fog is completely faded out."); public static readonly string s_InvalidMaterialMessage = "Material not compatible. Please use a material with a Fog Volume shader assigned."; public static readonly string s_InvalidTextureMessage = "Texture not compatible. Please use a 3D texture."; public static readonly Color k_GizmoColorBase = new Color(180 / 255f, 180 / 255f, 180 / 255f, 8 / 255f).gamma; public static readonly Color[] k_BaseHandlesColor = new Color[] { new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma, new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma, new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma, new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma, new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma, new Color(180 / 255f, 180 / 255f, 180 / 255f, 255 / 255f).gamma }; } } }