diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index fa03fa7fb84..9a026d9a1e0 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -42,6 +42,7 @@ The version number for this package has increased due to a version update of a r - Claryfied doc for the LayeredLit material. - Various improvements for the Volumetric Fog. - Now the DXR wizard displays the name of the target asset that needs to be changed. +- Standardized naming for the option regarding Transparent objects being able to receive Screen Space Reflections. ## [10.1.0] - 2020-10-12 diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs index dc3290a3f0e..f36b289675c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs @@ -104,7 +104,7 @@ protected override void CreatePropertyGUI() AddProperty(supportDecalsText, () => lightingData.receiveDecals, (newValue) => lightingData.receiveDecals = newValue); if (systemData.surfaceType == SurfaceType.Transparent) - AddProperty(receivesSSRTransparentText, () => lightingData.receiveSSRTransparent, (newValue) => lightingData.receiveSSRTransparent = newValue); + AddProperty(receivesSSRText, () => lightingData.receiveSSRTransparent, (newValue) => lightingData.receiveSSRTransparent = newValue); else AddProperty(receivesSSRText, () => lightingData.receiveSSR, (newValue) => lightingData.receiveSSR = newValue); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs index 39ea7e6284f..a0f617d5485 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs @@ -106,7 +106,6 @@ internal static class Styles // SSR public static GUIContent receivesSSRText = new GUIContent("Receive SSR", "When enabled, this Material can receive screen space reflections."); - public static GUIContent receivesSSRTransparentText = new GUIContent("Receive SSR Transparent", "When enabled, this Material can receive screen space reflections."); public static GUIContent opaqueCullModeText = new GUIContent("Cull Mode", "For opaque objects, change the cull mode of the object."); @@ -763,7 +762,7 @@ void DrawLitSurfaceOptions() { // Based on the surface type, display the right recieveSSR option if (surfaceTypeValue == SurfaceType.Transparent) - materialEditor.ShaderProperty(receivesSSRTransparent, Styles.receivesSSRTransparentText); + materialEditor.ShaderProperty(receivesSSRTransparent, Styles.receivesSSRText); else materialEditor.ShaderProperty(receivesSSR, Styles.receivesSSRText); } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs index be814317d7d..c7d413efef9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs @@ -85,7 +85,7 @@ public class GeneralSection public static readonly GUIContent supportShadowMaskContent = EditorGUIUtility.TrTextContent("Shadowmask", "When enabled, HDRP allocates Shader variants and memory for processing shadow masks. This allows you to use shadow masks in your Unity Project."); public static readonly GUIContent supportSSRContent = EditorGUIUtility.TrTextContent("Screen Space Reflection", "When enabled, HDRP allocates memory for processing screen space reflection (SSR). This allows you to use SSR in your Unity Project."); public static readonly GUIContent planarResolutionTitle = EditorGUIUtility.TrTextContent("Planar Resolution Tiers"); - public static readonly GUIContent supportSSRTransparentContent = EditorGUIUtility.TrTextContent("Transparent Screen Space Reflection", "When enabled, HDRP executes additional steps to achieve screen space reflection (SSR) on transparent objects."); + public static readonly GUIContent supportSSRTransparentContent = EditorGUIUtility.TrTextContent("Transparents receive SSR", "When enabled, HDRP executes additional steps to achieve screen space reflection (SSR) on transparent objects."); public static readonly GUIContent supportSSAOContent = EditorGUIUtility.TrTextContent("Screen Space Ambient Occlusion", "When enabled, HDRP allocates memory for processing screen space ambient occlusion (SSAO). This allows you to use SSAO in your Unity Project."); public static readonly GUIContent supportSSGIContent = EditorGUIUtility.TrTextContent("Screen Space Global Illumination", "When enabled, HDRP allocates memory for processing screen space global illumination (SSGI). This allows you to use SSGI in your Unity Project."); public static readonly GUIContent supportedSSSContent = EditorGUIUtility.TrTextContent("Subsurface Scattering", "When enabled, HDRP allocates memory for processing subsurface scattering (SSS). This allows you to use SSS in your Unity Project."); diff --git a/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs b/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs index dfa8ab52429..931f6f43f01 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs @@ -150,11 +150,11 @@ public ConfigStyle(string label, string error, string button = resolve, MessageT label: "Reflection (Default Camera Frame Setting)", error: "Screen Space Reflection is disabled in the default Camera Frame Settings. This means Cameras that use these Frame Settings do not render ray-traced reflections. To enable this feature, go to Project Settings > HDRP Default Settings > Frame Settings > Default Frame Settings For Camera > Lighting and enable Screen Space Reflections", messageType: MessageType.Info); public static readonly ConfigStyle dxrTransparentReflections = new ConfigStyle( - label: "Transparent Reflection (Asset)", - error: "Transparent Screen Space Reflection is disabled in the current HDRP Asset which means you cannot enable ray-traced reflections for transparent GameObjects from Volume components. To enable this feature, open your HDRP Asset, go to Lighting > Reflections, and enable Transparent Screen Space Reflections", messageType: MessageType.Warning); + label: "Transparents receive SSR (Asset)", + error: "Transparents receive SSR is disabled in the current HDRP Asset which means you cannot enable ray-traced reflections for transparent GameObjects from Volume components. To enable this feature, open your HDRP Asset, go to Lighting > Reflections, and enable Transparents receive SSR", messageType: MessageType.Warning); public static readonly ConfigStyle dxrTransparentReflectionsFS = new ConfigStyle( - label: "Transparent Reflection (Default Camera Frame Setting)", - error: "Transparent Screen Space Reflection is disabled in the default Camera Frame Settings. This means Cameras that use these Frame Settings do not render ray-traced reflections for transparent GameObjects. To enable this feature, go to Project Settings > HDRP Default Settings > Frame Settings > Default Frame Settings For Camera > Lighting and enable On Transparent", messageType: MessageType.Info); + label: "Transparents receive SSR (Default Camera Frame Setting)", + error: "Transparents receive SSR is disabled in the default Camera Frame Settings. This means Cameras that use these Frame Settings do not render ray-traced reflections for transparent GameObjects. To enable this feature, go to Project Settings > HDRP Default Settings > Frame Settings > Default Frame Settings For Camera > Lighting and enable On Transparent", messageType: MessageType.Info); public static readonly ConfigStyle dxrGI = new ConfigStyle( label: "Global Illumination (Asset)", error: "Screen Space Global Illumination is disabled in the current HDRP asset which means you cannot enable ray-traced global illumination in Volume components. To enable this feature, open your HDRP Asset, go to Lighting and enable Screen Space Global Illumination", messageType: MessageType.Warning); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs index 02a37ee6c7a..9994e65e288 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs @@ -250,8 +250,8 @@ public enum FrameSettingsField /// When enabled, Cameras using these Frame Settings calculate Screen Space Reflections. [FrameSettingsField(1, displayedName: "Screen Space Reflection", tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Reflections (Depends on \"Screen Space Reflection\" in current HDRP Asset).")] SSR = 23, - /// When enabled, Cameras using these Frame Settings calculate Transparent Screen Space Reflections. - [FrameSettingsField(1, displayedName: "On Transparent", customOrderInGroup: 25, positiveDependencies: new[] { SSR }, tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Reflections on transparent objects.")] + /// When enabled, Cameras using these Frame Settings calculate Screen Space Reflections on transparent objects. + [FrameSettingsField(1, displayedName: "Transparents receive SSR", customOrderInGroup: 25, positiveDependencies: new[] { SSR }, tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Reflections on transparent objects.")] TransparentSSR = 94, /// When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion. [FrameSettingsField(1, displayedName: "Screen Space Ambient Occlusion", tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion (Depends on \"Screen Space Ambient Occlusion\" in current HDRP Asset).")]