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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
};
}
}
}