From 7320715ed150aab13530fd73ed1bee437e2004cb Mon Sep 17 00:00:00 2001 From: Remi Chapelain Date: Tue, 27 Apr 2021 16:48:08 +0200 Subject: [PATCH] updated tooltip --- .../Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 6e27fdc220a..129582ff7d0 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 @@ -98,7 +98,7 @@ internal static class Styles public static GUIContent transparentSortPriorityText = new GUIContent("Sorting Priority", "Sets the sort priority (from -100 to 100) of transparent meshes using this Material. HDRP uses this value to calculate the sorting order of all transparent meshes on screen."); public static GUIContent enableTransparentFogText = new GUIContent("Receive fog", "When enabled, this Material can receive fog."); public static GUIContent transparentCullModeText = new GUIContent("Cull Mode", "For transparent objects, change the cull mode of the object."); - public static GUIContent enableBlendModePreserveSpecularLightingText = new GUIContent("Preserve specular lighting", "When enabled, blending only affects diffuse lighting, allowing for correct specular lighting on transparent meshes that use this Material."); + public static GUIContent enableBlendModePreserveSpecularLightingText = new GUIContent("Preserve specular lighting", "When enabled, blending only affects diffuse lighting, allowing for correct specular lighting on transparent meshes that use this Material. This parameter is only supported when the material's refraction model is set to None."); // Lit properties public static GUIContent doubleSidedNormalModeText = new GUIContent("Normal Mode", "Specifies the method HDRP uses to modify the normal base.\nMirror: Mirrors the normals with the vertex normal plane.\nFlip: Flips the normal.");