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using UnityEngine;
namespace UnityEditor.Rendering
{
public partial class LightUI
{
/// <summary>
/// Styles
/// </summary>
public static class Styles
{
/// <summary>Title with "General"</summary>
public static readonly GUIContent generalHeader = EditorGUIUtility.TrTextContent("General");
/// <summary>Title with "Shape"</summary>
public static readonly GUIContent shapeHeader = EditorGUIUtility.TrTextContent("Shape");
/// <summary>Title with "Rendering"</summary>
public static readonly GUIContent renderingHeader = EditorGUIUtility.TrTextContent("Rendering");
/// <summary>Title with "Emission"</summary>
public static readonly GUIContent emissionHeader = EditorGUIUtility.TrTextContent("Emission");
/// <summary>Title with "Shadows"</summary>
public static readonly GUIContent shadowHeader = EditorGUIUtility.TrTextContent("Shadows");
/// <summary>Title with "Light Layer"</summary>
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
/// <summary>Label with "Color"</summary>
public static readonly GUIContent color = EditorGUIUtility.TrTextContent("Color", "Specifies the color this Light emits.");
/// <summary>Label with "Color"</summary>
public static readonly GUIContent lightAppearance = EditorGUIUtility.TrTextContent("Light Appearance", "Specifies the mode for this Light's color is calculated.");
/// <summary>List of the appearance options </summary>
public static readonly GUIContent[] lightAppearanceOptions = new[]
{
EditorGUIUtility.TrTextContent("Color"),
EditorGUIUtility.TrTextContent("Filter and Temperature")
};
/// <summary>List of the appearance units </summary>
public static readonly GUIContent[] lightAppearanceUnits = new[]
{
EditorGUIUtility.TrTextContent("Kelvin")
};
/// <summary>Label for color filter</summary>
public static readonly GUIContent colorFilter = EditorGUIUtility.TrTextContent("Filter", "Specifies a color which tints the Light source.");
/// <summary>Label for color temperature</summary>
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.");
/// <summary>When using Preset of Light Component, only a subset of properties are supported. Unsupported properties are hidden.</summary>
public static readonly string unsupportedPresetPropertiesMessage = L10n.Tr("When using Preset of Light Component, only a subset of properties are supported. Unsupported properties are hidden.");
/// <summary>Label for light intensity (with light units)</summary>
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.");
/// <summary>Label for light's lux at distance property</summary>
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.");
/// <summary>Label for light's enable spot reflector property</summary>
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.");
}
}
}