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publicstaticGUIContentresProbesPerUnit= EditorGUIUtility.TextContent("Density|Density in probes per world unit.");
publicstaticGUIContentcomponentUnusedNote= EditorGUIUtility.TextContent("In order to use the component on this game object, the Light Probes property should be set to 'Use Proxy Volume' in Renderer and baked lightmaps should be disabled.");
publicstaticGUIContentcomponentUnusedNote= EditorGUIUtility.TextContent("In order to use the component on this game object, the Light Probes property should be set to 'Use Proxy Volume' in Renderer.");
publicstaticGUIContentnoRendererNode= EditorGUIUtility.TextContent("The component is unused by this game object because there is no Renderer component attached.");
publicstaticGUIContentnoLightProbes= EditorGUIUtility.TextContent("The scene doesn't contain any light probes. Add light probes using Light Probe Group components (menu: Component->Rendering->Light Probe Group).");
publicstaticGUIContentcomponentUnsuportedOnTreesNote= EditorGUIUtility.TextContent("Tree rendering doesn't support Light Probe Proxy Volume components.");
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publicGUIContentLighting=new GUIContent(EditorGUIUtility.TextContent("Lighting").text);// prevent the Lighting window icon from being added
publicGUIContentMinimumChartSize= EditorGUIUtility.TextContent("Min Chart Size|Specifies the minimum texel size used for a UV chart. If stitching is required, a value of 4 will create a chart of 4x4 texels to store lighting and directionality. If stitching is not required, a value of 2 will reduce the texel density and provide better lighting build times and run time performance.");
publicGUIContentImportantGI= EditorGUIUtility.TextContent("Prioritize Illumination|When enabled, the object will be marked as a priority object and always included in lighting calculations. Useful for objects that will be strongly emissive to make sure that other objects will be illuminated by this object.");
publicGUIContentStitchSeams= EditorGUIUtility.TextContent("Stitch Seams|When enabled, seams in baked lightmaps will get smoothed.");
publicGUIContentStitchLightmapSeams= EditorGUIUtility.TextContent("Stitch Seams|When enabled, seams in baked lightmaps will get smoothed.");
publicGUIContentAutoUVMaxDistance= EditorGUIUtility.TextContent("Max Distance|Specifies the maximum worldspace distance to be used for UV chart simplification. If charts are within this distance they will be simplified for optimization purposes.");
publicGUIContentAutoUVMaxAngle= EditorGUIUtility.TextContent("Max Angle|Specifies the maximum angle in degrees between faces sharing a UV edge. If the angle between the faces is below this value, the UV charts will be simplified.");
publicGUIContentLightmapParameters= EditorGUIUtility.TextContent("Lightmap Parameters|Allows the adjustment of advanced parameters that affect the process of generating a lightmap for an object using global illumination.");
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@@ -80,7 +80,7 @@ class Styles
SerializedObjectm_GameObjectsSerializedObject;
SerializedPropertym_StaticEditorFlags;
SerializedPropertym_ImportantGI;
SerializedPropertym_StitchSeams;
SerializedPropertym_StitchLightmapSeams;
SerializedPropertym_LightmapParameters;
SerializedPropertym_LightmapIndex;
SerializedPropertym_LightmapTilingOffsetX;
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@@ -123,7 +123,7 @@ public LightingSettingsInspector(SerializedObject serializedObject)
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// we do not want XboxOne users to select D3D12 via dropdown list. we only want to switch to D3D12 if native jobs are selected and otherwise default to D3D11.
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m_FixedTimestepLabel= EditorGUIUtility.TextContent("Fixed Timestep|A framerate-independent interval that dictates when physics calculations and FixedUpdate() events are performed.");
m_MaxAllowedTimestepLabel= EditorGUIUtility.TextContent("Maximum Allowed Timestep|A framerate-independent interval that caps the worst case scenario when framerate is low. Physics calculations and FixedUpdate() events will not be performed for longer time than specified.");
m_TimeScaleLabel= EditorGUIUtility.TextContent("Time Scale|The speed at which time progresses. Change this value to simulate bullet-time effects. A value of 1 means real-time. A value of .5 means half speed; a value of 2 is double speed.");
m_MaxParticleTimestepLabel= EditorGUIUtility.TextContent("Maximum Particle Timestep|The maximum time that should be allowed to process particles for a frame.");
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@@ -16,8 +16,8 @@ internal class TransformInspector : Editor
classContents
{
publicGUIContentpositionContent=new GUIContent(LocalizationDatabase.GetLocalizedString("Position"), LocalizationDatabase.GetLocalizedString("The local position of this Game Object relative to the parent."));
publicGUIContentscaleContent=new GUIContent(LocalizationDatabase.GetLocalizedString("Scale"), LocalizationDatabase.GetLocalizedString("The local scaling of this Game Object relative to the parent."));
publicGUIContentpositionContent=EditorGUIUtility.TextContent("Position|The local position of this GameObject relative to the parent.");
publicGUIContentscaleContent=EditorGUIUtility.TextContent("Scale|The local scaling of this GameObject relative to the parent.");
publicstringfloatingPointWarning= LocalizationDatabase.GetLocalizedString("Due to floating-point precision limitations, it is recommended to bring the world coordinates of the GameObject within a smaller range.");
m_RotationGUI.OnEnable(serializedObject.FindProperty("m_LocalRotation"),EditorGUIUtility.TextContent("Rotation|The local rotation of this GameObject relative to the parent."));
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publicstaticreadonlyGUIContentMixedLightsLabel= EditorGUIUtility.TextContent("Mixed Lighting|Bake Global Illumination for mixed lights and static objects. May bake both direct and/or indirect lighting based on settings. Only static objects are blocking and bouncing light, dynamic objects receive baked lighting via light probes.");
publicstaticreadonlyGUIContentGeneralLightmapLabel= EditorGUIUtility.TextContent("Lightmapping Settings|Settings that apply to both Global Illumination modes (Precomputed Realtime and Baked).");
publicstaticreadonlyGUIContentNoDirectionalInSM2AndGLES2= EditorGUIUtility.TextContent("Directional lightmaps cannot be decoded on SM2.0 hardware nor when using GLES2.0. They will fallback to Non-Directional lightmaps.");
publicstaticreadonlyGUIContentNoRealtimeGIInSM2AndGLES2= EditorGUIUtility.TextContent("Realtime Global Illumination is not supported on SM2.0 hardware nor when using GLES2.0.");
publicstaticreadonlyGUIContentNoShadowMaskInProgressive= EditorGUIUtility.TextContent("'Shadowmask' and 'Distance Shadowmask' modes are not supported in this preview version of the Progressive Lightmapper.");
publicstaticreadonlyGUIContentConcurrentJobs= EditorGUIUtility.TextContent("Concurrent Jobs|The amount of simultaneously scheduled jobs.");
publicstaticreadonlyGUIContentForceWhiteAlbedo= EditorGUIUtility.TextContent("Force White Albedo|Force white albedo during lighting calculations.");
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@@ -430,12 +430,12 @@ override public void OnEnable()
dontClearBackground=true;
s_SceneViews.Add(this);
m_Lighting= EditorGUIUtility.IconContent("SceneviewLighting","Lighting|The scene lighting is used when toggled on. When toggled off a light attached to the scene view camera is used.");
m_Fx= EditorGUIUtility.IconContent("SceneviewFx","Fx|Toggles skybox, fog and lens flare effects.");
m_AudioPlayContent= EditorGUIUtility.IconContent("SceneviewAudio","AudioPlay|Toggles audio on or off.");
m_GizmosContent=new GUIContent("Gizmos");
m_2DModeContent=new GUIContent("2D");
m_RenderDocContent= EditorGUIUtility.IconContent("renderdoc","Capture|Capture the current view and open in RenderDoc");
m_Lighting= EditorGUIUtility.IconContent("SceneviewLighting","Lighting|When toggled on, the Scene lighting is used. When toggled off, a light attached to the Scene view camera is used.");
m_Fx= EditorGUIUtility.IconContent("SceneviewFx","Effects|Toggle skybox, fog and lens flare effects.");
m_AudioPlayContent= EditorGUIUtility.IconContent("SceneviewAudio","AudioPlay|Toggle audio on or off.");
m_GizmosContent=EditorGUIUtility.TextContent("Gizmos|Toggle the visibility of different Gizmos in the Scene view.");
m_2DModeContent=new GUIContent("2D","When togggled on, the Scene is in 2D view. When toggled off, the Scene is in 3D view.");
m_RenderDocContent= EditorGUIUtility.IconContent("renderdoc","Capture|Capture the current view and open in RenderDoc.");
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Debug.LogWarning("Highlighter recursion detected. You are calling Highlighter.Highlight() with too much abandon. Avoid highlighting during layout and repaint events.");