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

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Expand Up @@ -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. ");
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