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adrien-de-tocquevillepmavridisFrancescoC-unitysebastienlagardejohnpars
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Match UI and doc for lit shaders advanced options (#5649)
* [HDRP] Fix AxF debug output in certain configurations (#4641) * Fix AxF debug output in certain configurations. * Update comment * Fix SSR accumulation white flash (#4648) * Fix white flash * changelog Co-authored-by: sebastienlagarde <[email protected]> * Display Info Box when MSAA + ray tracing is onr (#4627) * Show info box when ray tracing is enabled. * Changelog * Move below MSAA Co-authored-by: sebastienlagarde <[email protected]> * Fix distortion when resizing the window in player builds with the Graphics Compositor enabled (#4593) Co-authored-by: sebastienlagarde <[email protected]> * Add support for the camera bridge in the graphics compositor (#4599) * Fix Jittered Project Matrix Infinite Far Clip Plane (#4638) * Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde <[email protected]> * Fix custom pass utils Blur + Copy overdraw. (#4623) * Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix draw procedural invalid pass idx 1 on first template load (#4632) * Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Changed light reset to preserve type (#4624) Co-authored-by: sebastienlagarde <[email protected]> * Revert "Add support for the camera bridge in the graphics compositor (#4599)" This reverts commit 2325e3f. * AxF carpaint: Fix a compilation issue on Vulkan until the cpp HLSLcc side is updated. (case 1335737, related to 1314040) (#4691) Co-authored-by: sebastienlagarde <[email protected]> * Revert "Revert "Add support for the camera bridge in the graphics compositor (#4599)"" This reverts commit 30fffd5. * revert: Fix distortion when resizing the window in player builds with the Graphi * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). (#4626) * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). * Add test scene Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> * Fix for discrepancies in saturation and intensity between screen space refraction and probe refraction (#4653) * Delete the second transmittance mul * Changelog Co-authored-by: Sebastien Lagarde <[email protected]> * Fix a Divide-by-Zero Warning for some Anisotropic Models (Fabric, Lit) (#4636) * Initialize the shading normal to a non-zero value for anisotropy * Changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix VfX lit particle AOV output color space (#4646) * Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde <[email protected]> * [HDRP][Path Tracing] Fixed transparent unlit (#4605) * Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde <[email protected]> * Fix distortion with MSAA (#4711) * Fix contact shadow debug views (#4720) * Fix * changelog Co-authored-by: sebastienlagarde <[email protected]> * Update Decal-Projector.md (#4695) * [HDRP] Fixed nullref when deleting the texture asset assigned in a local volumetric fog volume (#4728) * Fixed nullref when deleting the 3D mask of a density volume (case 1339330) * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix decal layer enum (#4753) * Fix typo * Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). (#4640) Co-authored-by: sebastienlagarde <[email protected]> * Ignore hybrid duplicated reflection probes during light baking (#4663) * Ignore hybrid duplicated reflection probes during light baking * test path instead of scene Co-authored-by: sebastienlagarde <[email protected]> * Fix double sided option moving when toggling it in the material UI (#4725) * Fix double sided option moving when toggling it in the material UI (case 1328877) * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix formatting * Fix volumetric fog in planar reflections (#4736) * Fix planar reflection * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix motion blur compute dispatch size (#4737) Co-authored-by: sebastienlagarde <[email protected]> * - Updated the recursive rendering documentation (case 1338639). (#4759) * - Updated the recursive rendering documentation (case 1338639). * review fixes Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with OnDemand directional shadow map being corrupted when reflection probe are updated same frame (#4812) * Don't mark as rendered for reflection probes as we want the cached version to be from main view * Do the thing just for directional * Doc update * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix cropping issue with the compositor camera bridge (#4802) Co-authored-by: sebastienlagarde <[email protected]> * Fix for unused resources in depth of field (#4796) * Removing the word Radii from exposure settings (#4854) * Rename in UX * Update docs * [HDRP][Path Tracing] Support for shadow mattes (#4745) * Shadow matte support. * Updated changelog. * Only take occluders into account, closer match to raster mode. * Added test scene. Co-authored-by: sebastienlagarde <[email protected]> * Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)" This reverts commit 85ebbc2. * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). (#4756) * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). * Update test ref image Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Use non jittered projection in outline pass (#4836) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP][Path Tracing] Sky settings now properly taken into account when using recorder (#4856) * Make sure sky settings are correctly set when recording. * Updated changelog. Co-authored-by: sebastienlagarde <[email protected]> * Fix Resolution Issues for Physically Based Depth of Field (#4848) * Add the necesarry texture coordinate clamping for RTHandle for color pyramid sampling * Add some resolution independence, fitted for 1920x1080 * Changelog * Switch back to point sampling from trilinear, with commentary * Update test reference images * Small correction to the point sampling, always sample mip 0. * Re-update the test images, for mip 0 color sampling * Use a simpler UV scaling/clamping since we are now point sampling. Co-authored-by: sebastienlagarde <[email protected]> * Fixed bug introduced by sky-for-recorder support. (#4906) * [Fogbugz 1341576] Memory leaks when the player is paused, and the user changes pipeline… (#4845) * Memory leaks when the player is paused, and the user changes pipeline settings * changelog * [HDRP] Fixed shadergraph double save (#4916) * Don't need to save twice shadergraph the first time we create a graph * Updated changelog * Write 0 instead of micro sized motion vectors + fix extremely fast velocities (#4820) * Kill micromovements. * Do same for camera * Debug view update * Changelog * Remove unnecessary comment * Fix excessive velocity end up marked as no velocity Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix material upgrader (#4821) * Fix HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix custom pass volume not executed in scene view (#4860) * Fix custom pass volume not executed in scene view because of the volume culling mask * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix reflection probe tootltip (#4890) Co-authored-by: sebastienlagarde <[email protected]> * Updated the Physically Based Sky documentation for baked lights (#4891) * Updated the Physically Based Sky documentation for baked lights * Rewrite Co-authored-by: sebastienlagarde <[email protected]> * Fixed remapping of depth pyramid debug (#4893) * Fixed remapping of depth pyramid debug * Removed debug pragma * Update changelog * Updated tooltip * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4895) * Fix AO perceived wobble * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix Asymmetric Projection Matrices and Fog / Pathtracing (#4926) * Check for asymmetric projections and choose the generic path if so. * Fix asymmetric projections for the pathtracer ray generation. * Changelog * Simplify the matrix multiplication for computing the generic matrix. Co-authored-by: sebastienlagarde <[email protected]> * Revert: Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection… * Fix GBuffer depth debug mode (#5054) * Fixed Volume Gizmo size when rescaling parent GameObject (#4915) * Fix Vertex Color Mode documentation (#4976) * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4986) * Fix AO perceived wobble * changelog * Update screenshots Co-authored-by: sebastienlagarde <[email protected]> * Fix formatting in NestedOverrideCameraRendering * [HDRP] Fix white flash with SSR when resetting camera history (#5089) * Fix white flash with SSR when resetting camera history * Move branch login inside GetPreviousExposureTexture * Fix for fixed exposure * [Fobguz # 1348357] VFX Particle templates missing stencil flags (#5080) * Adding missing macro for stencil flags in particle forward shaders. This will let flags like TAA Reject be useful * Changelog * Fix object disappearing from lookdev (#5063) * Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). * Updated changelog * Added hideflags in Lookdev context * [HDRP] Fix render object after taa jittering (#5088) * Add a pass after TAA to restore non jittered matrices * updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix GC alloc in hd/bugfix branch (#5134) * Fixed GC alloc on hd/bugfix branch * Fix GC alloc again * Fix refraction tile artifacts near reflection probe edges (#4727) * Pick the right probe at object center instead of tile granularity. * changelog * Missing commit * Move stuff in lightloop and out of prelightData * Update LightLoop.hlsl * Formatting Co-authored-by: sebastienlagarde <[email protected]> * Fix camera rotation uncontrollable with low framerate (#5076) * Fix camera rotation uncontrollable with low framerate. * updated changelog * Clearing out render targets and randmo write targets on pipeline destruction (#5176) Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed a null ref exception when adding a new environment to the library. (#5131) * Fixed a null ref exception when adding a new environment to the library. * Update changelog Co-authored-by: sebastienlagarde <[email protected]> * FogBugz#1348462 - Wait for accessing the HDProjectSettings instance as it was before. (#5141) * Fix nullref in volume system after deleting a volume object (#5161) * Fix nullref in volume system after deleting a volume object (case 1348374) * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix APV UI loosing focus when changing a param (#5219) * Fixed the APV UI losing focus when the helpbox about baking appears in the probe volume. * Small changes (#5220) * Fix update order in Graphics Compositor causing jumpy camera updates (#5235) * Prevent material from having infinite intensity (#5132) * Prevent material from having infinite intensity * Fix switching from ldr to hdr emissive * Fix input field precision * Round the max value * Make two variables Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Adding limitations of decal emissive positive contribution to the documentation (#5237) * Add emissive positive contribution limitation to the doc * changelog * Update CHANGELOG.md * Update Decal-Projector.md * Update Decal-Shader.md Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix issue with path tracing when switching between non-persistent cameras (#5246) * Fix issue with path traceing accumulation when switching between cameras. * Check if camera history is persistent Co-authored-by: sebastienlagarde <[email protected]> * removed undesired files * Fix log base (#5260) * [HDRP] Fixed mask value stored by the LayerMaskParameter class (#5250) * Fixed value stored by the layer mask parameter class. * Updated changelog. Co-authored-by: sebastienlagarde <[email protected]> * [HDRP][DXR] Make vertex color default to 1.0 instead of 0.0 (#5268) * When raytracing, make vertex color default to white if not present. * Updated Changelog. * Added comment. * Fix issue with 0-sized dispatch with extremely low resolutions (#5272) * Ceil to int instead. * changelog * [HDRP] Fix incorrect light list indexing when TAA is enabled (#5287) * Fix incorrect light list indexing when TAA is enabled * Better handle XR Co-authored-by: sebastienlagarde <[email protected]> * Fix incorrect additiona velocity for alembic (#5304) * Fixed LUT initialization in Wireframe mode (#5156) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] [LightExplorer] Fix missing refreshwhen editing property with a running paused editor. (#5321) * Update HDLightExplorerExtension.cs * Update CHANGELOG.md * Changed Ambient Mode to Dynamic by default (#5350) * Visual Environment component ambient mode now defaults to Dynamic. * Update changelog * Updated test scene with correct ambient mode after the change * Missing files * Last scene fix * Hd/fix framesettings ordering (#5323) * Fix strange entry in the FrameSettings and add comments for better readability * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <[email protected]> * Bugfix 1357311: Fixed old ray tracing material conversion (#5364) * - fixed crash in material conversion where material used old raytracing render queue (3900) * - changelog update # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Bugfix 1358480: Fixed missing tooltip for "Tessellation Mode" (#5365) * - fixed missing "Tessellation Mode" tooltip * - update changelog * - updated "Tessellation Mode" tooltip Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix HD template (particularly visible in path tracing) (#5319) * Made the 3 light bulbs non shadow-casting. * Revert "Made the 3 light bulbs non shadow-casting." This reverts commit f32ba7d. * Changed bulb prefab (shadow caster off). * Revert: Changed Ambient Mode to Dynamic by default #5350 * Fixed a null ref exception when no opaque objects are rendered. (#5463) * Fixed a null ref exception when no opaque objects are rendered. * Update changelog * Fix slope scale depth bias when depth offset is ON (#5466) * Fix slope scale bias being broken when depth offset was enabled * changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix spot shadow sampling when using custom spot angle (#5439) * Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle' * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix darkening in SSR fade (#5472) * Fix * Changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Improve path traced subsurface scattering for transmissive surfaces (#5485) * Improve subsurface scatering for transmissive surfaces * Add changelog + fix throughput multiplication Co-authored-by: sebastienlagarde <[email protected]> * Fix missing context menu for 'Post Anti-Aliasing' in Camera (1357283) (#5497) Co-authored-by: sebastienlagarde <[email protected]> * Force allocate texture if no fallback is available (#5130) Co-authored-by: sebastienlagarde <[email protected]> * Update path tracer screenshots * Update 2314_Shadow_CustonAngle.png * Unify ui and doc for lit shaders advanced options * Update global-illumination.md Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> Co-authored-by: John Parsaie <[email protected]> Co-authored-by: anisunity <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: CifaCia <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: Emmanuel Turquin <[email protected]> Co-authored-by: Adrian1066 <[email protected]> Co-authored-by: Kleber Garcia <[email protected]> Co-authored-by: Julien Ignace <[email protected]> Co-authored-by: alex-vazquez <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: Remi Slysz <[email protected]> Co-authored-by: Jarkko Lempiäinen <[email protected]>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -39,6 +39,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed the emissive being overriden by ray traced sub-surface scattering (case 1364456).
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- Fixed support of directional light coloring from physical sky in path tracing.
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- Fixed disabled menu item for volume additional properties.
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- Fixed Shader advanced options for lit shaders.
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### Changed
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- Visual Environment ambient mode is now Dynamic by default.

com.unity.render-pipelines.high-definition/Documentation~/Layered-Lit-Shader.md

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<th>Description</th>
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</tr>
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[!include[](snippets/shader-properties/advanced-options/enable-gpu-instancing.md)]
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[!include[](snippets/shader-properties/advanced-options/baked-emission.md)]
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[!include[](snippets/shader-properties/advanced-options/motion-vector-for-vertex-animation.md)]
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[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
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[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
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[!include[](snippets/shader-properties/advanced-options/force-forward-emissive.md)]
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</table>

com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md

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### Advanced options
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| **Property** | **Description** |
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| ---------------------------- | ------------------------------------------------------------ |
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| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. |
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| **Specular Occlusion Mode** | Use the drop-down to select the mode that HDRP uses to calculate specular occlusion. <br/>&#8226; **Off**: Disables specular occlusion.<br/>&#8226; **From Ambient Occlusion**: Calculates specular occlusion from the ambient occlusion map and the Camera's view vector.<br/>&#8226; **From Bent Normal**: Calculates specular occlusion from the bent normal map. |
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| **Add Precomputed Velocity** | Enable the checkbox to use precomputed velocity information stored in an Alembic file. |
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<table>
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<tr>
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<th>Property</th>
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<th>Description</th>
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</tr>
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[!include[](snippets/shader-properties/advanced-options/enable-gpu-instancing.md)]
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[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
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[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
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</table>

com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md

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### Advanced options
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| **Property** | **Description** |
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| ---------------------------- | ------------------------------------------------------------ |
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| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. |
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| **Specular Occlusion Mode** | Use the drop-down to select the mode that HDRP uses to calculate specular occlusion. <br/>&#8226; **Off**: Disables specular occlusion.<br/>&#8226; **From Ambient Occlusion**: Calculates specular occlusion from the ambient occlusion map and the Camera's view vector.<br/>&#8226; **From Bent Normal**: Calculates specular occlusion from the bent normal map. |
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| **Add Precomputed Velocity** | Enable the checkbox to use precomputed velocity information stored in an Alembic file. |
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<table>
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<tr>
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<th>Property</th>
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<th>Description</th>
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</tr>
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[!include[](snippets/shader-properties/advanced-options/enable-gpu-instancing.md)]
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[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
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[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
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</table>

com.unity.render-pipelines.high-definition/Documentation~/layered-lit-tessellation-shader.md

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[!include[](snippets/shader-properties/emission-inputs/emission-intensity.md)]
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[!include[](snippets/shader-properties/emission-inputs/exposure-weight.md)]
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[!include[](snippets/shader-properties/emission-inputs/emission-multiply-with-base.md)]
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[!include[](snippets/shader-properties/emission-inputs/global-illumination.md)]
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[!include[](snippets/shader-properties/advanced-options/enable-gpu-instancing.md)]
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[!include[](snippets/shader-properties/advanced-options/baked-emission.md)]
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[!include[](snippets/shader-properties/advanced-options/motion-vector-for-vertex-animation.md)]
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[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
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[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
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[!include[](snippets/shader-properties/advanced-options/force-forward-emissive.md)]
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<tr>
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<td>**Global Illumination**</td>
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<td>The mode HDRP uses to determine how color emission interacts with global illumination.<br />&#8226; **Realtime**: Select this option to make emission affect the result of real-time global illumination.<br />&#8226; **Baked**:Select this option to make emission have no effect on global illumination.<br />&#8226; **None**: Select this option to make emission not affect global illumination.</td>
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</tr>

com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs

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class LayeredLitGUI : HDShaderGUI
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{
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const LitSurfaceInputsUIBlock.Features commonLitSurfaceInputsFeatures = LitSurfaceInputsUIBlock.Features.LayerOptions;
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const EmissionUIBlock.Features emissionFeatures = EmissionUIBlock.Features.All ^ EmissionUIBlock.Features.EnableEmissionForGI;
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new EmissionUIBlock(MaterialUIBlock.ExpandableBit.Emissive, features: emissionFeatures),
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new EmissionUIBlock(MaterialUIBlock.ExpandableBit.Emissive),
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new AdvancedOptionsUIBlock(MaterialUIBlock.ExpandableBit.Advance, features: AdvancedOptionsUIBlock.Features.StandardLit),
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protected override void OnMaterialGUI(MaterialEditor materialEditor, MaterialProperty[] props)

com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs

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materialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true);
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materialEditor.LightmapEmissionFlagsProperty(0, true);
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DrawMotionVectorToggle();

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