A game about forced loneliness, made by TACStudios
1using UnityEngine; 2 3namespace UnityEditor.Rendering 4{ 5 public partial class LightUI 6 { 7 /// <summary> 8 /// Styles 9 /// </summary> 10 public static class Styles 11 { 12 /// <summary>Title with "General"</summary> 13 public static readonly GUIContent generalHeader = EditorGUIUtility.TrTextContent("General"); 14 /// <summary>Title with "Shape"</summary> 15 public static readonly GUIContent shapeHeader = EditorGUIUtility.TrTextContent("Shape"); 16 /// <summary>Title with "Rendering"</summary> 17 public static readonly GUIContent renderingHeader = EditorGUIUtility.TrTextContent("Rendering"); 18 /// <summary>Title with "Emission"</summary> 19 public static readonly GUIContent emissionHeader = EditorGUIUtility.TrTextContent("Emission"); 20 /// <summary>Title with "Shadows"</summary> 21 public static readonly GUIContent shadowHeader = EditorGUIUtility.TrTextContent("Shadows"); 22 /// <summary>Title with "Light Layer"</summary> 23 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."); 24 25 // Emission 26 /// <summary>Label with "Color"</summary> 27 public static readonly GUIContent color = EditorGUIUtility.TrTextContent("Color", "Specifies the color this Light emits."); 28 /// <summary>Label with "Color"</summary> 29 public static readonly GUIContent lightAppearance = EditorGUIUtility.TrTextContent("Light Appearance", "Specifies the mode for this Light's color is calculated."); 30 /// <summary>List of the appearance options </summary> 31 public static readonly GUIContent[] lightAppearanceOptions = new[] 32 { 33 EditorGUIUtility.TrTextContent("Color"), 34 EditorGUIUtility.TrTextContent("Filter and Temperature") 35 }; 36 /// <summary>List of the appearance units </summary> 37 public static readonly GUIContent[] lightAppearanceUnits = new[] 38 { 39 EditorGUIUtility.TrTextContent("Kelvin") 40 }; 41 /// <summary>Label for color filter</summary> 42 public static readonly GUIContent colorFilter = EditorGUIUtility.TrTextContent("Filter", "Specifies a color which tints the Light source."); 43 /// <summary>Label for color temperature</summary> 44 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."); 45 46 /// <summary>When using Preset of Light Component, only a subset of properties are supported. Unsupported properties are hidden.</summary> 47 public static readonly string unsupportedPresetPropertiesMessage = L10n.Tr("When using Preset of Light Component, only a subset of properties are supported. Unsupported properties are hidden."); 48 49 /// <summary>Label for light intensity (with light units)</summary> 50 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."); 51 52 /// <summary>Label for light's lux at distance property</summary> 53 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."); 54 55 /// <summary>Label for light's enable spot reflector property</summary> 56 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."); 57 } 58 } 59}