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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 @@ -18,6 +18,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an error about procedural sky being logged by mistake.
- Fixed flickering of the game/scene view when lookdev is running.
- Fixed some GCAlloc in the debug window.
- Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

### Changed
- Shadowmask and realtime reflection probe property are hide in Quality settings
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Original file line number Diff line number Diff line change
Expand Up @@ -40,22 +40,19 @@ public override void OnInspectorGUI()

if (!m_Enable.value.hasMultipleDifferentValues)
{
using (new EditorGUI.DisabledGroupScope(!m_Enable.value.boolValue))
{
PropertyField(m_Length, EditorGUIUtility.TrTextContent("Length", "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters."));
PropertyField(m_DistanceScaleFactor, EditorGUIUtility.TrTextContent("Distance Scale Factor", "Dampens the scale up effect HDRP process with distance from the Camera."));
m_MinDistance.value.floatValue = Mathf.Clamp(m_MinDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_MinDistance, EditorGUIUtility.TrTextContent("Min Distance", "Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters."));
PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters."));
m_FadeInDistance.value.floatValue = Mathf.Clamp(m_FadeInDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_FadeInDistance, EditorGUIUtility.TrTextContent("Fade In Distance", "Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters."));
PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Out Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters."));
PropertyField(m_Opacity, EditorGUIUtility.TrTextContent("Opacity", "Controls the opacity of the Contact Shadow."));
base.OnInspectorGUI();
GUI.enabled = useCustomValue;
PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Controls the number of samples HDRP uses for ray casting."));
GUI.enabled = true;
}
PropertyField(m_Length, EditorGUIUtility.TrTextContent("Length", "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters."));
PropertyField(m_DistanceScaleFactor, EditorGUIUtility.TrTextContent("Distance Scale Factor", "Dampens the scale up effect HDRP process with distance from the Camera."));
m_MinDistance.value.floatValue = Mathf.Clamp(m_MinDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_MinDistance, EditorGUIUtility.TrTextContent("Min Distance", "Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters."));
PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters."));
m_FadeInDistance.value.floatValue = Mathf.Clamp(m_FadeInDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_FadeInDistance, EditorGUIUtility.TrTextContent("Fade In Distance", "Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters."));
PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Out Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters."));
PropertyField(m_Opacity, EditorGUIUtility.TrTextContent("Opacity", "Controls the opacity of the Contact Shadow."));
base.OnInspectorGUI();
GUI.enabled = useCustomValue;
PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Controls the number of samples HDRP uses for ray casting."));
GUI.enabled = true;
}
}
}
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Original file line number Diff line number Diff line change
Expand Up @@ -106,22 +106,20 @@ public override void OnInspectorGUI()
if (volumetricLightingAvailable)
{
PropertyField(m_EnableVolumetricFog, s_EnableVolumetricFog);
if (m_EnableVolumetricFog.value.boolValue)

EditorGUI.indentLevel++;
PropertyField(m_Albedo, s_AlbedoLabel);
PropertyField(m_Anisotropy, s_AnisotropyLabel);
PropertyField(m_GlobalLightProbeDimmer, s_GlobalLightProbeDimmerLabel);

if (isInAdvancedMode)
{
EditorGUI.indentLevel++;
PropertyField(m_Albedo, s_AlbedoLabel);
PropertyField(m_Anisotropy, s_AnisotropyLabel);
PropertyField(m_GlobalLightProbeDimmer, s_GlobalLightProbeDimmerLabel);

if (isInAdvancedMode)
{
PropertyField(m_DepthExtent);
PropertyField(m_SliceDistributionUniformity);
PropertyField(m_Filter);
}

EditorGUI.indentLevel--;
PropertyField(m_DepthExtent);
PropertyField(m_SliceDistributionUniformity);
PropertyField(m_Filter);
}

EditorGUI.indentLevel--;
}
}
}
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