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Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs
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@@ -106,7 +106,6 @@ internal static class Styles
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// SSR
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publicstaticGUIContentreceivesSSRText=newGUIContent("Receive SSR","When enabled, this Material can receive screen space reflections.");
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publicstaticGUIContentreceivesSSRTransparentText=newGUIContent("Receive SSR Transparent","When enabled, this Material can receive screen space reflections.");
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publicstaticGUIContentopaqueCullModeText=newGUIContent("Cull Mode","For opaque objects, change the cull mode of the object.");
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@@ -763,7 +762,7 @@ void DrawLitSurfaceOptions()
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{
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// Based on the surface type, display the right recieveSSR option
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs
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@@ -85,7 +85,7 @@ public class GeneralSection
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publicstaticreadonlyGUIContentsupportShadowMaskContent=EditorGUIUtility.TrTextContent("Shadowmask","When enabled, HDRP allocates Shader variants and memory for processing shadow masks. This allows you to use shadow masks in your Unity Project.");
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publicstaticreadonlyGUIContentsupportSSRContent=EditorGUIUtility.TrTextContent("Screen Space Reflection","When enabled, HDRP allocates memory for processing screen space reflection (SSR). This allows you to use SSR in your Unity Project.");
publicstaticreadonlyGUIContentsupportSSRTransparentContent=EditorGUIUtility.TrTextContent("Transparent Screen Space Reflection","When enabled, HDRP executes additional steps to achieve screen space reflection (SSR) on transparent objects.");
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publicstaticreadonlyGUIContentsupportSSRTransparentContent=EditorGUIUtility.TrTextContent("Transparents receive SSR","When enabled, HDRP executes additional steps to achieve screen space reflection (SSR) on transparent objects.");
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publicstaticreadonlyGUIContentsupportSSAOContent=EditorGUIUtility.TrTextContent("Screen Space Ambient Occlusion","When enabled, HDRP allocates memory for processing screen space ambient occlusion (SSAO). This allows you to use SSAO in your Unity Project.");
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publicstaticreadonlyGUIContentsupportSSGIContent=EditorGUIUtility.TrTextContent("Screen Space Global Illumination","When enabled, HDRP allocates memory for processing screen space global illumination (SSGI). This allows you to use SSGI in your Unity Project.");
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publicstaticreadonlyGUIContentsupportedSSSContent=EditorGUIUtility.TrTextContent("Subsurface Scattering","When enabled, HDRP allocates memory for processing subsurface scattering (SSS). This allows you to use SSS in your Unity Project.");
error:"Screen Space Shadows are disabled in the current HDRP asset. You will not be able to toggle ray traced shadows on the lights in your scene. You can enable the feature in the HDRP asset under Lighting -> Shadows -> Screen Space Shadows",messageType:MessageType.Info);
error:"Screen Space Reflections are disabled in the current HDRP asset. You will not be able to toggle ray traced reflections though your volume components. You can enable the feature in the HDRP asset under Lighting -> Reflections -> Screen Space Reflections",messageType:MessageType.Info);
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error:"Screen Space Reflections are disabled in the current HDRP asset. You will not be able to toggle ray traced reflections through your volume components. You can enable the feature in the HDRP asset under Lighting -> Reflections -> Screen Space Reflections",messageType:MessageType.Info);
error:"Transparent Screen Space Reflections are disabled in the current HDRP asset. You will not be able to toggle ray traced reflections on transparent objects though your volume components. You can enable the feature in the HDRP asset under Lighting -> Reflections -> Transparent Screen Space Reflections",messageType:MessageType.Info);
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label:"Transparents receive SSR",
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error:"The Transparents receive SSR option is disabled in the current HDRP asset. You will not be able to toggle ray traced reflections on transparent objects through your volume components. You can enable the feature in the HDRP asset under Lighting -> Reflections -> Transparent receive SSR ",messageType:MessageType.Info);
error:"Screen Space Global Illumination is disabled in the current HDRP asset. You will not be able to toggle ray global illumination though your volume components. You can enable the feature in the HDRP asset under Lighting -> Screen Space Global Illumination",messageType:MessageType.Info);
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error:"Screen Space Global Illumination is disabled in the current HDRP asset. You will not be able to toggle ray global illumination through your volume components. You can enable the feature in the HDRP asset under Lighting -> Screen Space Global Illumination",messageType:MessageType.Info);
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
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@@ -250,8 +250,8 @@ public enum FrameSettingsField
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/// <summary>When enabled, Cameras using these Frame Settings calculate Screen Space Reflections.</summary>
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[FrameSettingsField(1,displayedName:"Screen Space Reflection",tooltip:"When enabled, Cameras using these Frame Settings calculate Screen Space Reflections (Depends on \"Screen Space Reflection\" in current HDRP Asset).")]
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SSR=23,
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/// <summary>When enabled, Cameras using these Frame Settings calculate Transparent Screen Space Reflections.</summary>
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[FrameSettingsField(1,displayedName:"On Transparent",customOrderInGroup:25,positiveDependencies:new[]{SSR},tooltip:"When enabled, Cameras using these Frame Settings calculate Screen Space Reflections on transparent objects.")]
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/// <summary>When enabled, Cameras using these Frame Settings calculate Screen Space Reflections on transparent objects.</summary>
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[FrameSettingsField(1,displayedName:"Transparents receive SSR",customOrderInGroup:25,positiveDependencies:new[]{SSR},tooltip:"When enabled, Cameras using these Frame Settings calculate Screen Space Reflections on transparent objects.")]
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TransparentSSR=94,
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/// <summary>When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion.</summary>
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[FrameSettingsField(1,displayedName:"Screen Space Ambient Occlusion",tooltip:"When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion (Depends on \"Screen Space Ambient Occlusion\" in current HDRP Asset).")]
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