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FrancescoC-unity
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This changes the UX as discussed in slack, should hopefully be a bit more clear.

We still have a fairly poor nomenclature around subdivision terms, I logged a task to look into it.

Video to show it:

NewSubdiv.mp4

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LGTM except for the property thing in the UI.

One thing to note though is that users will lose their valuer of the old subdivision controller but I guess it's fine since it's still experimental.

if (serialized.highestSubdivisionLevelOverride.intValue < 0)
serialized.highestSubdivisionLevelOverride.intValue = maxSubdiv;

serialized.highestSubdivisionLevelOverride.intValue = EditorGUILayout.IntSlider("Highest Subdivision Level", serialized.highestSubdivisionLevelOverride.intValue, 0, maxSubdiv);
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Missing EditorGUI.BeginProperty and EndProperty to correctly handle presets, prefabs, undo, etc...
(you can take the code before your PR as a reference to add it)

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NOTE: There is an issue (we always had, before too) with what we display. Looking at it.

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Fixed the info boxes, now we give proper info (before upper range in profile was wrong and the lower bound wrong on the probe volume itself)

FrancescoC-unity and others added 2 commits September 10, 2021 15:52
… into HDRP/new-pv-subdiv-ui

# Conflicts:
#	com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeSceneData.cs
@JulienIgnace-Unity JulienIgnace-Unity merged commit 5148eef into master Sep 12, 2021
@JulienIgnace-Unity JulienIgnace-Unity deleted the HDRP/new-pv-subdiv-ui branch September 12, 2021 09:11
sebastienlagarde pushed a commit that referenced this pull request Sep 12, 2021
* New UI

* Move comment

* Couple of annoying whitelines

* Review fix

* Fix subdiv info boxes.

Co-authored-by: Julien Ignace <julien@unity3d.com>
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4 participants