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Original file line number Diff line number Diff line change
Expand Up @@ -23,40 +23,10 @@ enum Expandable

internal static readonly CED.IDrawer Inspector = CED.Group(
CED.Group(
Drawer_FeatureWarningMessage
),
CED.Conditional(
IsFeatureDisabled,
Drawer_FeatureEnableInfo
),
CED.Conditional(
IsFeatureEnabled,
CED.Group(
Drawer_VolumeContent
)
Drawer_VolumeContent
)
);

static bool IsFeatureEnabled(SerializedProbeVolume serialized, Editor owner)
{
return true;
}

static bool IsFeatureDisabled(SerializedProbeVolume serialized, Editor owner)
{
return false;
}

static void Drawer_FeatureWarningMessage(SerializedProbeVolume serialized, Editor owner)
{
EditorGUILayout.HelpBox(Styles.k_featureWarning, MessageType.Warning);
}

static void Drawer_FeatureEnableInfo(SerializedProbeVolume serialized, Editor owner)
{
EditorGUILayout.HelpBox(Styles.k_featureEnableInfo, MessageType.Error);
}

static void Drawer_BakeToolBar(SerializedProbeVolume serialized, Editor owner)
{
}
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Original file line number Diff line number Diff line change
Expand Up @@ -6,10 +6,6 @@ static partial class ProbeVolumeUI
{
internal static class Styles
{
internal const string k_featureWarning = "Warning: Probe Volumes is a highly experimental feature.\nIt is disabled by default for this reason.\nIt's functionality is subject to breaking changes and whole sale removal.\nIt is not recommended for use outside of for providing feedback.\nIt should not be used in production.";
internal const string k_featureEnableInfo = "\nProbe Volumes feature is disabled. To enable, Probe Volumes feature must be enabled inside of your HDRenderPipelineAsset and the corresponding frame setting must be set on relevant cameras.";


internal static readonly GUIContent s_Size = new GUIContent("Size", "Modify the size of this Probe Volume. This is independent of the Transform's Scale.");
internal static readonly GUIContent s_DebugColorLabel = new GUIContent("Debug Color", "This color is used to visualize per-pixel probe volume weights in the render pipeline debugger.");
internal static readonly GUIContent s_MinMaxSubdivSlider = new GUIContent("Subdivision Controller", "Control how much the probe baking system will subdivide in this volume.\nBoth min and max values are used to compute the allowed subdivision levels inside this volume. e.g. a Min subdivision of 2 will ensure that there is at least 2 levels of subdivision everywhere in the volume.");
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Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ internal struct ProbeDilationSettings
}

[ExecuteAlways]
[AddComponentMenu("Light/Experimental/Probe Reference Volume")]
[AddComponentMenu("Light/Probe Reference Volume (Experimental)")]
internal class ProbeReferenceVolumeAuthoring : MonoBehaviour
{
#if UNITY_EDITOR
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Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ public ProbeVolumeArtistParameters(Color debugColor, float maxSubdivision = 1, f
/// A marker to determine what area of the scene is considered by the Probe Volumes system
/// </summary>
[ExecuteAlways]
[AddComponentMenu("Light/Experimental/Probe Volume")]
[AddComponentMenu("Light/Probe Volume (Experimental)")]
public class ProbeVolume : MonoBehaviour
{
[SerializeField] internal ProbeVolumeArtistParameters parameters = new ProbeVolumeArtistParameters(Color.white);
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Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ namespace UnityEngine.Experimental.Rendering
/// <summary>
/// A volume component that holds settings for the Probe Volumes System per-camera options.
/// </summary>
[Serializable, VolumeComponentMenu("Lighting/Experimental/Probe Volumes Options")]
[Serializable, VolumeComponentMenu("Lighting/Probe Volumes Options (Experimental)")]
public sealed class ProbeVolumesOptions : VolumeComponent
{
/// <summary>
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Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ namespace UnityEditor.Rendering.HighDefinition
{
class ProbeVolumeMenuItems
{
[MenuItem("GameObject/Light/Experimental/Probe Volume", priority = CoreUtils.Sections.section8)]
[MenuItem("GameObject/Light/Probe Volume (Experimental)", priority = CoreUtils.Sections.section8)]
static void CreateProbeVolumeGameObject(MenuCommand menuCommand)
{
var parent = menuCommand.context as GameObject;
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Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ public class Styles

public static readonly GUIContent volumetricSubTitle = EditorGUIUtility.TrTextContent("Volumetrics");
public static readonly GUIContent volumetricCloudsSubTitle = EditorGUIUtility.TrTextContent("Volumetric Clouds");
public static readonly GUIContent probeVolumeSubTitle = EditorGUIUtility.TrTextContent("Probe Volume");
public static readonly GUIContent probeVolumeSubTitle = EditorGUIUtility.TrTextContent("Probe Volumes (Experimental)");
public static readonly GUIContent cookiesSubTitle = EditorGUIUtility.TrTextContent("Cookies");
public static readonly GUIContent reflectionsSubTitle = EditorGUIUtility.TrTextContent("Reflections");
public static readonly GUIContent skySubTitle = EditorGUIUtility.TrTextContent("Sky");
Expand Down Expand Up @@ -147,7 +147,6 @@ public class Styles
public static readonly GUIContent LODBias = EditorGUIUtility.TrTextContent("LOD Bias");
public static readonly GUIContent supportProbeVolumeContent = EditorGUIUtility.TrTextContent("Enable", "When enabled, HDRP allocates Shader variants and memory for probe volume based GI. This allows you to use probe volumes in your Unity Project.");
public static readonly GUIContent probeVolumeMemoryBudget = EditorGUIUtility.TrTextContent("Memory Budget", "Determines the width and height of the textures used to store GI data from probes. Note that the textures also have a fixed depth dimension.");
internal const string probeVolumeInfo = "Warning: Probe Volumes is a highly experimental feature.\nIt is disabled by default for this reason.\nIt's functionality is subject to breaking changes and whole sale removal.\nIt is not recommended for use outside of for providing feedback.\nIt should not be used in production.\nMake sure the frame setting is also enabled on the camera.";
public static readonly GUIContent probeVolumeSHBands = EditorGUIUtility.TrTextContent("SH Bands", "Determines up to what SH bands the Probe Volume will use. Choosing L2 will lead to better quality, but also higher memory and runtime cost.");
public static readonly GUIContent maxLocalVolumetricFogSizeStyle = EditorGUIUtility.TrTextContent("Max Local Fog Size", "Specifies the maximum size for the individual 3D Local Volumetric Fog texture that HDRP uses for Local Volumetric Fog. This settings will affect your memory consumption.");
public static readonly GUIContent maxLocalVolumetricFogOnScreenStyle = EditorGUIUtility.TrTextContent("Max Local Fog On Screen", "Sets the maximum number of Local Volumetric Fog can handle on screen at once. This settings will affect your memory consumption.");
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Original file line number Diff line number Diff line change
Expand Up @@ -162,16 +162,6 @@ static void Drawer_Volumetric(SerializedHDRenderPipelineAsset serialized, Editor

static void Drawer_SectionProbeVolume(SerializedHDRenderPipelineAsset serialized, Editor owner)
{
using (new EditorGUI.DisabledScope(!serialized.renderPipelineSettings.supportProbeVolume.boolValue))
{
++EditorGUI.indentLevel;

if (serialized.renderPipelineSettings.supportProbeVolume.boolValue)
EditorGUILayout.HelpBox(Styles.probeVolumeInfo, MessageType.Warning);

--EditorGUI.indentLevel;
}

EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportProbeVolume, Styles.supportProbeVolumeContent);
EditorGUILayout.PropertyField(serialized.renderPipelineSettings.probeVolumeTextureSize, Styles.probeVolumeMemoryBudget);
EditorGUILayout.PropertyField(serialized.renderPipelineSettings.probeVolumeSHBands, Styles.probeVolumeSHBands);
Expand Down