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Change the tooltip for color shadows and semi-transparent shadows (case 1307704). #3237
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -103,7 +103,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.
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- Transparent materials created by the Model Importer are set to not cast shadows. ( case 1295747)
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- Change some light unit slider value ranges to better reflect the lighting scenario.
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- Change the tooltip for color shadows and semi-transparent shadows (case 1307704).
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## [10.2.1] - 2020-11-30
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### Added

com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs

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@@ -141,8 +141,8 @@ sealed class Styles
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public readonly GUIContent denoiseTracedShadow = new GUIContent("Denoise", "This defines if the ray traced shadow should be filtered.");
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public readonly GUIContent denoiserRadius = new GUIContent("Denoiser Radius", "This defines the denoiser's radius used for filtering ray traced shadows.");
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public readonly GUIContent distanceBasedFiltering = new GUIContent("Distance Based Denoising", "This defines if the denoiser should use the distance to the occluder to improve the filtering.");
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public readonly GUIContent semiTransparentShadow = new GUIContent("Semi Transparent Shadow", "When enabled, the light will cast a semi transparent ray traced shadow.");
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public readonly GUIContent colorShadow = new GUIContent("Color Shadow", "When enabled, the directional light will cast a ray traced colored shadow.");
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public readonly GUIContent semiTransparentShadow = new GUIContent("Semi Transparent Shadow", "When enabled, the opacity of shadow casters will be taken into account when generating the shadow.");
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public readonly GUIContent colorShadow = new GUIContent("Color Shadow", "When enabled, the opacity and transmittance color of shadow casters will be taken into account when generating the shadow.");
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public readonly GUIContent evsmExponent = new GUIContent("EVSM Exponent", "Exponent used for depth warping. Increasing this could reduce light leak and result in a change in appearance of the shadow.");
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public readonly GUIContent evsmLightLeakBias = new GUIContent("Light Leak Bias", "Increasing this value light leaking, but it eats up a bit of the softness of the shadow.");
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public readonly GUIContent evsmVarianceBias = new GUIContent("Variance Bias", "Variance Bias for EVSM. This is to contrast numerical accuracy issues. ");

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