diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index d0255d2c037..c6482cb91f8 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -134,6 +134,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed outlines in transitions between post-processed and plain regions in the graphics compositor (case 1278775). - Fix decal being applied twice with LOD Crossfade. - Fixed camera stacking for AOVs in the graphics compositor (case 1273223). +- Added a tooltip to the Micro Shadows parameters (case 1282692). ### Changed - Preparation pass for RTSSShadows to be supported by render graph. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs index 43e592e090c..37f4d96de31 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs @@ -11,10 +11,13 @@ public class MicroShadowing : VolumeComponent /// /// When enabled, HDRP processes Micro Shadows for this Volume. /// + [Tooltip("Enables micro shadows for directional lights.")] public BoolParameter enable = new BoolParameter(false); + /// /// Controls the opacity of the micro shadows. /// + [Tooltip("Controls the opacity of the micro shadows.")] public ClampedFloatParameter opacity = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); MicroShadowing()