A game about forced loneliness, made by TACStudios
1using UnityEngine;
2
3namespace UnityEditor.Rendering
4{
5 public static partial class CameraUI
6 {
7 /// <summary>
8 /// Rendering section
9 /// </summary>
10 public static partial class Rendering
11 {
12 /// <summary>
13 /// Styles
14 /// </summary>
15 public static class Styles
16 {
17 /// <summary>
18 /// Header of the section
19 /// </summary>
20 public static readonly GUIContent header = EditorGUIUtility.TrTextContent("Rendering", "These settings control for the specific rendering features for this camera.");
21
22 /// <summary>
23 /// antialiasing content
24 /// </summary>
25 public static readonly GUIContent antialiasing = EditorGUIUtility.TrTextContent("Post Anti-aliasing", "The postprocess anti-aliasing method to use.");
26
27 /// <summary>
28 /// dithering content
29 /// </summary>
30 public static readonly GUIContent dithering = EditorGUIUtility.TrTextContent("Dithering", "Applies 8-bit dithering to the final render to reduce color banding.");
31
32 /// <summary>
33 /// stopNaNs content
34 /// </summary>
35 public static readonly GUIContent stopNaNs = EditorGUIUtility.TrTextContent("Stop NaNs", "Automatically replaces NaN/Inf in shaders by a black pixel to avoid breaking some effects. This will slightly affect performances and should only be used if you experience NaN issues that you can't fix.");
36
37 /// <summary>
38 /// cullingMask content
39 /// </summary>
40 public static readonly GUIContent cullingMask = EditorGUIUtility.TrTextContent("Culling Mask");
41
42 /// <summary>
43 /// occlusionCulling content
44 /// </summary>
45 public static readonly GUIContent occlusionCulling = EditorGUIUtility.TrTextContent("Occlusion Culling");
46
47 /// <summary>
48 /// renderingPath content
49 /// </summary>
50 public static readonly GUIContent renderingPath = EditorGUIUtility.TrTextContent("Custom Frame Settings", "Define the custom Frame Settings for this Camera to use.");
51
52 /// <summary>
53 /// exposureTarget content
54 /// </summary>
55 public static readonly GUIContent exposureTarget = EditorGUIUtility.TrTextContent("Exposure Target", "The object used as a target for centering the Exposure's Procedural Mask metering mode when target object option is set (See Exposure Volume Component).");
56 }
57 }
58 }
59}