diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 1c0688f5528..76188af794d 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -45,6 +45,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356). - Change some light unit slider value ranges to better reflect the lighting scenario. - Transparent materials created by the Model Importer are set to not cast shadows. ( case 1295747) +- Change the tooltip for color shadows and semi-transparent shadows (case 1307704). ## [11.0.0] - 2020-10-21 diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs index 43c135ab105..f39402c69fd 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs @@ -140,8 +140,8 @@ sealed class Styles public readonly GUIContent denoiseTracedShadow = new GUIContent("Denoise", "This defines if the ray traced shadow should be filtered."); public readonly GUIContent denoiserRadius = new GUIContent("Denoiser Radius", "This defines the denoiser's radius used for filtering ray traced shadows."); public readonly GUIContent distanceBasedFiltering = new GUIContent("Distance Based Denoising", "This defines if the denoiser should use the distance to the occluder to improve the filtering."); - public readonly GUIContent semiTransparentShadow = new GUIContent("Semi Transparent Shadow", "When enabled, the light will cast a semi transparent ray traced shadow."); - public readonly GUIContent colorShadow = new GUIContent("Color Shadow", "When enabled, the directional light will cast a ray traced colored shadow."); + public readonly GUIContent semiTransparentShadow = new GUIContent("Semi Transparent Shadow", "When enabled, the opacity of shadow casters will be taken into account when generating the shadow."); + public readonly GUIContent colorShadow = new GUIContent("Color Shadow", "When enabled, the opacity and transmittance color of shadow casters will be taken into account when generating the shadow."); public readonly GUIContent evsmExponent = new GUIContent("EVSM Exponent", "Exponent used for depth warping. Increasing this could reduce light leak and result in a change in appearance of the shadow."); public readonly GUIContent evsmLightLeakBias = new GUIContent("Light Leak Bias", "Increasing this value light leaking, but it eats up a bit of the softness of the shadow."); public readonly GUIContent evsmVarianceBias = new GUIContent("Variance Bias", "Variance Bias for EVSM. This is to contrast numerical accuracy issues. ");