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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -29,6 +29,7 @@ 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).

### Fixed
- Fixed build warnings due to the exception in burst code (case 1382827).
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Expand Up @@ -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.<br />&#8226; **Exposure**: HDRP calculates intensity from an exposure value in EV100.<br />&#8226; **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.<br />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.<br />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.<br />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).<br />&#8226; **On Changed**: HDRP updates the sky environment when one of the sky properties changes.<br />&#8226; **On Demand**: HDRP waits until you manually call for a sky environment update from a script.<br />&#8226; **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**. |
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Expand Up @@ -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.<br />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.<br />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.<br />&#8226; **Exposure**: HDRP calculates intensity from an exposure value in EV100.<br />&#8226; **Multiplier**: HDRP calculates intensity from a flat multiplier. <br />&#8226; **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.<br />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.<br />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.<br />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.<br />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.<br />This property only appears when you select **Lux** from the **Sky Intensity Mode** drop-down. |
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Expand Up @@ -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:<br/>&#8226; **Exposure**: HDRP calculates intensity from an exposure value in EV100.<br/>&#8226; **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):<br/>&#8226; **On Changed**: HDRP updates the sky environment when one of the sky properties changes.<br/>&#8226; **On Demand**: HDRP waits until you manually call for a sky environment update from a script.<br/>&#8226; **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**. |
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Expand Up @@ -25,6 +25,7 @@ protected enum SkySettingsUIElement
}

GUIContent m_SkyIntensityModeLabel = new UnityEngine.GUIContent("Intensity Mode");
GUIContent m_ExposureCompensationLabel = new GUIContent("Exposure Compensation", "Sets the exposure compensation of the sky in EV.");

SerializedDataParameter m_SkyExposure;
SerializedDataParameter m_SkyMultiplier;
Expand Down Expand Up @@ -92,7 +93,7 @@ protected void CommonSkySettingsGUI()
using (new IndentLevelScope())
{
if (m_IntensityMode.value.GetEnumValue<SkyIntensityMode>() == SkyIntensityMode.Exposure)
PropertyField(m_SkyExposure);
PropertyField(m_SkyExposure, m_ExposureCompensationLabel);
else if (m_IntensityMode.value.GetEnumValue<SkyIntensityMode>() == SkyIntensityMode.Multiplier)
PropertyField(m_SkyMultiplier);
else if (m_IntensityMode.value.GetEnumValue<SkyIntensityMode>() == SkyIntensityMode.Lux)
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