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Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md
+3-1Lines changed: 3 additions & 1 deletion
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@@ -25,8 +25,10 @@ Only one Light can cast Contact Shadows at a time. This means that, if you have
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|__Enable__| Enable the checkbox to make HDRP process Contact Shadows for this [Volume](Volumes.html). |
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|__Length__| Use the slider to set the length of the rays, in meters, that HDRP uses for tracing. It also functions as the maximum distance at which the rays can captures details. |
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|__Distance Scale Factor__| HDRP scales Contact Shadows up with distance. Use the slider to set the value that HDRP uses to dampen the scale to avoid biasing artifacts with distance. |
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|__Min Distance__| The distance from the Camera, in meters, at which HDRP begins to fade in Contact Shadows. |
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|__Max Distance__| The distance from the Camera, in meters, at which HDRP begins to fade Contact Shadows out to zero. |
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|__Fade Distance__| The distance, in meters, over which HDRP fades Contact Shadows out when at the __Max Distance__. |
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|__Fade In Distance__| The distance, in meters, over which HDRP fades Contact Shadows in when past the **Min Distance**. |
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|__Fade Out Distance__| The distance, in meters, over which HDRP fades Contact Shadows out when at the __Max Distance__. |
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|__Sample Count__| Use the slider to set the number of samples HDRP uses for ray casting. Increasing this increases quality at the cost of performance. |
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|__Opacity__| Use the slider to set the opacity of the Contact Shadows. Lower values result in softer, less prominent shadows. |
@@ -41,8 +44,12 @@ public override void OnInspectorGUI()
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{
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PropertyField(m_Length,EditorGUIUtility.TrTextContent("Length","Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters."));
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PropertyField(m_DistanceScaleFactor,EditorGUIUtility.TrTextContent("Distance Scale Factor","Dampens the scale up effect HDRP process with distance from the Camera."));
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PropertyField(m_MaxDistance,EditorGUIUtility.TrTextContent("Max Distance","Sets The distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters."));
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PropertyField(m_FadeDistance,EditorGUIUtility.TrTextContent("Fade Distance","Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters."));
PropertyField(m_MinDistance,EditorGUIUtility.TrTextContent("Min Distance","Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters."));
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PropertyField(m_MaxDistance,EditorGUIUtility.TrTextContent("Max Distance","Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters."));
PropertyField(m_FadeInDistance,EditorGUIUtility.TrTextContent("Fade In Distance","Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters."));
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PropertyField(m_FadeDistance,EditorGUIUtility.TrTextContent("Fade Out Distance","Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters."));
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PropertyField(m_Opacity,EditorGUIUtility.TrTextContent("Opacity","Controls the opacity of the Contact Shadow."));
// We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile.
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// We perform scalarization all the time here as we don't know if we have clustered data structure or not at this point.
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// More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/
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