From d750543b0a69de12b465e27c06b58641299a8cb9 Mon Sep 17 00:00:00 2001 From: anisunity Date: Mon, 24 Jan 2022 13:03:30 +0100 Subject: [PATCH 1/2] Renamed the Exposure field to Exposure Compensation in sky volume overrides (case 1392530). --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Documentation~/Override-Gradient-Sky.md | 2 +- .../Documentation~/Override-HDRI-Sky.md | 2 +- .../Documentation~/Override-Physically-Based-Sky.md | 2 +- .../Editor/Sky/SkySettingsEditor.cs | 3 ++- 5 files changed, 6 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 6fe1793503c..caf97520c07 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -117,6 +117,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Changed the behavior the max ray length for recursive rendering to match RTR and rasterization. - Moved more internals of the sky manager to proper Render Graph passes. - Disabled the "Reflect Sky" feature in the case of transparent screen space reflections for the water system. +- Renamed the Exposure field to Exposure Compensation in sky volume overrides (case 1392530). ## [13.1.2] - 2021-11-05 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Gradient-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Gradient-Sky.md index 49b005907e5..4b4cb23fb3f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Gradient-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Gradient-Sky.md @@ -28,7 +28,7 @@ After you add a **Gradient Sky** override, you must set the Volume to use **Grad | **Bottom** | Use the color picker to select the color of the lower hemisphere of the sky. This is below the horizon. | | **Gradient Diffusion** | Set the size of the **Middle** property in the Skybox. Higher values make the gradient thinner, shrinking the size of the **Middle** section. Low values make the gradient thicker, increasing the size of the **Middle** section. | | **Intensity Mode** | Use the drop-down to select the method that HDRP uses to calculate the sky intensity.
• **Exposure**: HDRP calculates intensity from an exposure value in EV100.
• **Multiplier**: HDRP calculates intensity from a flat multiplier. | -| - **Exposure** | Set the amount of light per unit area that HDRP applies to the HDRI Sky cubemap.
This property only appears when you select **Exposure** from the **Intensity Mode** drop-down. | +| - **Exposure Compensation** | Set the amount of light per unit area that HDRP applies to the HDRI Sky cubemap.
This property only appears when you select **Exposure** from the **Intensity Mode** drop-down. | | - **Multiplier** | Set the multiplier for HDRP to apply to the Scene as environmental light. HDRP multiplies the environment light in your Scene by this value.
This property only appears when you select **Multiplier** from the **Intensity Mode** drop-down. | | **Update Mode** | Use the drop-down to set the rate at which HDRP updates the sky environment (using Ambient and Reflection Probes).
• **On Changed**: HDRP updates the sky environment when one of the sky properties changes.
• **On Demand**: HDRP waits until you manually call for a sky environment update from a script.
• **Realtime**: HDRP updates the sky environment at regular intervals defined by the **Update Period**. | | - **Update Period** | Set the period (in seconds) for HDRP to update the sky environment. Set the value to 0 if you want HDRP to update the sky environment every frame. This property only appears when you set the **Update Mode** to **Realtime**. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md index 1638b586ed3..057ef3f6681 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md @@ -32,7 +32,7 @@ After you add an **HDRI Sky** override, you must set the Volume to use **HDRI Sk | - **Flowmap** | Assign a flowmap, in LatLong layout, that HDRP uses to distort UVs when rendering the sky.
This property only appears when you select **Flowmap** from the **Distortion Mode** drop-down. | | - **Upper Hemisphere Only** | Check the box if the flowmap contains distortion for the sky above the horizon only.
This property only appears when you select **Flowmap** from the **Distortion Mode** drop-down. | | **Intensity Mode** | Use the drop-down to select the method that HDRP uses to calculate the sky intensity.
• **Exposure**: HDRP calculates intensity from an exposure value in EV100.
• **Multiplier**: HDRP calculates intensity from a flat multiplier.
• **Lux**: HDRP calculates intensity in terms of a target Lux value. | -| - **Exposure** | Set the amount of light per unit area that HDRP applies to the HDRI Sky cubemap.
This property only appears when you select **Exposure** from the **Intensity Mode** drop-down. | +| - **Exposure Compensation** | Set the amount of light per unit area that HDRP applies to the HDRI Sky cubemap.
This property only appears when you select **Exposure** from the **Intensity Mode** drop-down. | | - **Multiplier** | Set the multiplier for HDRP to apply to the Scene as environmental light. HDRP multiplies the environment light in your Scene by this value.
This property only appears when you select **Multiplier** from the **Intensity Mode** drop-down. | | - **Desired Lux Value** | Set an absolute intensity for the HDR Texture you set in **HDRI Sky**, in [Lux](Physical-Light-Units.md#Lux). This value represents the light received in a direction perpendicular to the ground. This is similar to the Lux unit you use to represent the Sun and thus is complimentary.
This property only appears when you select **Lux** from the **Sky Intensity Mode** drop-down. | | - **Upper Hemisphere Lux Value** | Displays the relative intensity, in Lux, for the current HDR texture set in **HDRI Sky**. The final multiplier HDRP applies for intensity is **Desired Lux Value** / **Upper Hemisphere Lux Value**. This field is an informative helper.
This property only appears when you select **Lux** from the **Sky Intensity Mode** drop-down. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md index e1d5bd61ae2..5bd331a386c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md @@ -107,7 +107,7 @@ To make this section visible, set **Type** to **Custom Planet**. | ------------------------- | ------------------------------------------------------------ | | **Number Of Bounces** | The number of scattering events. This increases the quality of the sky visuals but also increases the pre-computation time. | | **Intensity Mode** | Use the drop-down to select the method that HDRP uses to calculate the sky intensity:
• **Exposure**: HDRP calculates intensity from an exposure value in EV100.
• **Multiplier**: HDRP calculates intensity from a flat multiplier. | -| **- Exposure** | The exposure for HDRP to apply to the Scene as environmental light. HDRP uses 2 to the power of your **Exposure** value to calculate the environment light in your Scene. | +| **- Exposure Compensation** | The exposure compensation for HDRP to apply to the Scene as environmental light. HDRP uses 2 to the power of your **Exposure Compensation** value to calculate the environment light in your Scene. | | **- Multiplier** | The multiplier for HDRP to apply to the Scene as environmental light. HDRP multiplies the environment light in your Scene by this value. To make this property visible, set **Intensity Mode** to **Multiplier**. | | **Update Mode** | The rate at which HDRP updates the sky environment (using Ambient and Reflection Probes):
• **On Changed**: HDRP updates the sky environment when one of the sky properties changes.
• **On Demand**: HDRP waits until you manually call for a sky environment update from a script.
• **Realtime**: HDRP updates the sky environment at regular intervals defined by the **Update Period**. | | **- Update Period** | The period (in seconds) for HDRP to update the sky environment. Set the value to 0 if you want HDRP to update the sky environment every frame. This property only appears when you set the **Update Mode** to **Realtime**. | diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/SkySettingsEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/SkySettingsEditor.cs index b74b6a66b78..3b092dbef8a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Sky/SkySettingsEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Sky/SkySettingsEditor.cs @@ -25,6 +25,7 @@ protected enum SkySettingsUIElement } GUIContent m_SkyIntensityModeLabel = new UnityEngine.GUIContent("Intensity Mode"); + GUIContent m_ExposureCompensationLabel = new GUIContent("Exposure Compensaiton", "Sets the exposure compensation of the sky in EV."); SerializedDataParameter m_SkyExposure; SerializedDataParameter m_SkyMultiplier; @@ -92,7 +93,7 @@ protected void CommonSkySettingsGUI() using (new IndentLevelScope()) { if (m_IntensityMode.value.GetEnumValue() == SkyIntensityMode.Exposure) - PropertyField(m_SkyExposure); + PropertyField(m_SkyExposure, m_ExposureCompensationLabel); else if (m_IntensityMode.value.GetEnumValue() == SkyIntensityMode.Multiplier) PropertyField(m_SkyMultiplier); else if (m_IntensityMode.value.GetEnumValue() == SkyIntensityMode.Lux) From bbfd1eaf625fc1bf38fc85cab7583a7c14b5ae80 Mon Sep 17 00:00:00 2001 From: anisunity Date: Mon, 24 Jan 2022 13:45:12 +0100 Subject: [PATCH 2/2] Fix typo --- .../Editor/Sky/SkySettingsEditor.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/SkySettingsEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/SkySettingsEditor.cs index 3b092dbef8a..f34c55c7b19 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Sky/SkySettingsEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Sky/SkySettingsEditor.cs @@ -25,7 +25,7 @@ protected enum SkySettingsUIElement } GUIContent m_SkyIntensityModeLabel = new UnityEngine.GUIContent("Intensity Mode"); - GUIContent m_ExposureCompensationLabel = new GUIContent("Exposure Compensaiton", "Sets the exposure compensation of the sky in EV."); + GUIContent m_ExposureCompensationLabel = new GUIContent("Exposure Compensation", "Sets the exposure compensation of the sky in EV."); SerializedDataParameter m_SkyExposure; SerializedDataParameter m_SkyMultiplier;