From d19e9d1d1d12f08f1ca34af2057fceaec50eb2ca Mon Sep 17 00:00:00 2001 From: FrancescoC-Unity Date: Thu, 10 Sep 2020 15:43:24 +0200 Subject: [PATCH 1/2] Better tooltip --- .../Editor/Material/UIBlocks/DecalSurfaceInputsUIBlock.cs | 2 +- .../Editor/Material/UIBlocks/EmissionUIBlock.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSurfaceInputsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSurfaceInputsUIBlock.cs index 6837fbd28ed..6d6b9272dfc 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSurfaceInputsUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSurfaceInputsUIBlock.cs @@ -35,7 +35,7 @@ public class Styles public static GUIContent useEmissionIntensityText = new GUIContent("Use Emission Intensity", "When enabled, this Material separates emission color and intensity. This makes the Emission Map into an LDR color and exposes the Emission Intensity property."); public static GUIContent emissionMapText = new GUIContent("Emission Map", "Specifies a map (RGB) that the Material uses for emission."); public static GUIContent emissiveIntensityText = new GUIContent("Emission Intensity", "Sets the overall strength of the emission effect."); - public static GUIContent emissiveExposureWeightText = new GUIContent("Exposure weight", "Control the percentage of emission to expose."); + public static GUIContent emissiveExposureWeightText = new GUIContent("Exposure weight", "Controls how the camera exposure influences the perceived intensity of the emissivity. A weight of 0 means that the emissive intensity is calculated ignoring the exposure; increasing this weight progressively increases the influence of exposure on the final emissive value."); public static GUIContent decalLayerText = new GUIContent("Decal Layer", "Specifies the current Decal Layers that the Decal affects.This Decal affect corresponding Material with the same Decal Layer flags."); public static GUIContent maskMapText = new GUIContent("Mask Map", "Specifies the Mask Map for this Material - Metal(R), Ambient Occlusion(G), Opacity(B), Smoothness(A)"); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs index 1fc00f10f61..bdff8bae4ab 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs @@ -41,7 +41,7 @@ public class Styles public static GUIContent useEmissiveIntensityText = new GUIContent("Use Emission Intensity", "Specifies whether to use to a HDR color or a LDR color with a separate multiplier."); public static GUIContent emissiveIntensityText = new GUIContent("Emission Intensity", ""); public static GUIContent emissiveIntensityFromHDRColorText = new GUIContent("The emission intensity is from the HDR color picker in luminance", ""); - public static GUIContent emissiveExposureWeightText = new GUIContent("Exposure weight", "Control the percentage of emission to expose."); + public static GUIContent emissiveExposureWeightText = new GUIContent("Exposure weight", "Controls how the camera exposure influences the perceived intensity of the emissivity. A weight of 0 means that the emissive intensity is calculated ignoring the exposure; increasing this weight progressively increases the influence of exposure on the final emissive value."); public static GUIContent UVEmissiveMappingText = new GUIContent("Emission UV mapping", ""); public static GUIContent texWorldScaleText = new GUIContent("World Scale", "Sets the tiling factor HDRP applies to Planar/Trilinear mapping."); From f05314f9606f36aaf766b7f3f30cdd15267a10e6 Mon Sep 17 00:00:00 2001 From: FrancescoC-Unity Date: Thu, 10 Sep 2020 15:44:14 +0200 Subject: [PATCH 2/2] Changelog --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index e0f16a78938..16e444068a9 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -68,6 +68,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue that lead to corrupted refraction in some scenarios on xbox. - Fixed for light loop scalarization not happening. - Fixed issue with stencil not being set in rendergraph mode. +- Made tooltip for exposure weight clearer. ### Changed - Preparation pass for RTSSShadows to be supported by render graph.