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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -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

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Expand Up @@ -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);

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Expand Up @@ -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.");

Expand Down Expand Up @@ -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);
}
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Expand Up @@ -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.");
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Expand Up @@ -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);
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Expand Up @@ -250,8 +250,8 @@ public enum FrameSettingsField
/// <summary>When enabled, Cameras using these Frame Settings calculate Screen Space Reflections.</summary>
[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,
/// <summary>When enabled, Cameras using these Frame Settings calculate Transparent Screen Space Reflections.</summary>
[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.")]
/// <summary>When enabled, Cameras using these Frame Settings calculate Screen Space Reflections on transparent objects.</summary>
[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,
/// <summary>When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion.</summary>
[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).")]
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