using UnityEngine; namespace UnityEditor.Rendering.Universal { static partial class UniversalRenderPipelineCameraUI { public class Styles { public static readonly GUIContent cameraType = EditorGUIUtility.TrTextContent("Render Type", "Defines if a camera renders directly to a target or overlays on top of another camera’s output. Overlay option is not available when Deferred Render Data is in use."); public static readonly string pixelPerfectInfo = L10n.Tr("Projection settings have been overriden by the Pixel Perfect Camera."); // Stack cameras public static readonly GUIContent stackSettingsText = EditorGUIUtility.TrTextContent("Stack", "The list of overlay cameras assigned to this camera."); public static readonly GUIContent cameras = EditorGUIUtility.TrTextContent("Cameras", "The list of overlay cameras assigned to this camera."); public static readonly string inspectorOverlayCameraText = L10n.Tr("Inspector Overlay Camera"); public static readonly string formatterTileOnlyMode = L10n.Tr("'{0}' will be skipped because it is incompatible with the enabled 'Tile-Only Mode' on the assigned Renderer: {1}."); public static readonly GUIContent cameraStackLabelForTileOnlyMode = EditorGUIUtility.TrTextContent("Camera Stacking"); } } }