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Standardize naming for Transparent receive SSR (#2329)
* Renaming * Changelog * Fix typos
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6 files changed

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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -36,6 +36,7 @@ The version number for this package has increased due to a version update of a r
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### Changed
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- Combined occlusion meshes into one to reduce draw calls and state changes with XR single-pass.
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- Standardized naming for the option regarding Transparent objects being able to receive Screen Space Reflections.
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## [10.1.0] - 2020-10-12
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com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs

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@@ -104,7 +104,7 @@ protected override void CreatePropertyGUI()
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AddProperty(supportDecalsText, () => lightingData.receiveDecals, (newValue) => lightingData.receiveDecals = newValue);
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if (systemData.surfaceType == SurfaceType.Transparent)
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AddProperty(receivesSSRTransparentText, () => lightingData.receiveSSRTransparent, (newValue) => lightingData.receiveSSRTransparent = newValue);
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AddProperty(receivesSSRText, () => lightingData.receiveSSRTransparent, (newValue) => lightingData.receiveSSRTransparent = newValue);
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else
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AddProperty(receivesSSRText, () => lightingData.receiveSSR, (newValue) => lightingData.receiveSSR = newValue);
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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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public static GUIContent receivesSSRText = new GUIContent("Receive SSR", "When enabled, this Material can receive screen space reflections.");
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public static GUIContent receivesSSRTransparentText = new GUIContent("Receive SSR Transparent", "When enabled, this Material can receive screen space reflections.");
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public static GUIContent opaqueCullModeText = new GUIContent("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
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if (surfaceTypeValue == SurfaceType.Transparent)
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materialEditor.ShaderProperty(receivesSSRTransparent, Styles.receivesSSRTransparentText);
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materialEditor.ShaderProperty(receivesSSRTransparent, Styles.receivesSSRText);
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else
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materialEditor.ShaderProperty(receivesSSR, Styles.receivesSSRText);
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}

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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public static readonly GUIContent supportShadowMaskContent = 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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public static readonly GUIContent supportSSRContent = 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.");
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public static readonly GUIContent planarResolutionTitle = EditorGUIUtility.TrTextContent("Planar Resolution Tiers");
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public static readonly GUIContent supportSSRTransparentContent = 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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public static readonly GUIContent supportSSRTransparentContent = EditorGUIUtility.TrTextContent("Transparents receive SSR", "When enabled, HDRP executes additional steps to achieve screen space reflection (SSR) on transparent objects.");
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public static readonly GUIContent supportSSAOContent = 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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public static readonly GUIContent supportSSGIContent = 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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public static readonly GUIContent supportedSSSContent = EditorGUIUtility.TrTextContent("Subsurface Scattering", "When enabled, HDRP allocates memory for processing subsurface scattering (SSS). This allows you to use SSS in your Unity Project.");

com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs

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@@ -141,13 +141,13 @@ public ConfigStyle(string label, string error, string button = resolve, MessageT
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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);
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public static readonly ConfigStyle dxrReflections = new ConfigStyle(
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label: "Reflections",
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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 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);
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public static readonly ConfigStyle dxrTransparentReflections = new ConfigStyle(
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label: "Transparent Reflections",
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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);
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public static readonly ConfigStyle dxrGI = new ConfigStyle(
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label: "Global Illumination",
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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 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);
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public static readonly ConfigStyle dxr64bits = new ConfigStyle(
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label: "Architecture 64 bits",
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error: "To build your Project to a Unity Player, ray tracing requires that the build uses 64 bit architecture.");

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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