diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 69296edf964..1cffccd78e2 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -367,7 +367,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the volumetric clouds having no control over the vertical wind (case 1354920). - Fixed case where the SceneView don't refresh when using LightExplorer with a running and Paused game (1354129) - Fixed wrong ordering in FrameSettings (Normalize Reflection Probes) -- Fixed old ray tracing material conversion ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TessellationOptionsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TessellationOptionsUIBlock.cs index fb986d5b2bd..3918d807792 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TessellationOptionsUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TessellationOptionsUIBlock.cs @@ -18,7 +18,6 @@ internal class Styles { public static GUIContent header { get; } = EditorGUIUtility.TrTextContent("Tessellation Options"); - public static string tessellationModeStr = "Tessellation Mode"; public static readonly string[] tessellationModeNames = Enum.GetNames(typeof(TessellationMode)); public static GUIContent tessellationText = new GUIContent("Tessellation Options", "Tessellation options"); @@ -32,7 +31,7 @@ internal class Styles // Shader graph public static GUIContent tessellationEnableText = new GUIContent("Tessellation", "When enabled, HDRP active tessellation for this Material."); - public static GUIContent tessellationModeText = new GUIContent("Tessellation Mode", "Specifies the method HDRP uses to tessellate the mesh."); + public static GUIContent tessellationModeText = new GUIContent("Tessellation Mode", "Specifies the method HDRP uses to tessellate the mesh. None uses only the Displacement Map to tessellate the mesh. Phong tessellation applies additional Phong tessellation interpolation for smoother mesh."); } // tessellation params @@ -111,7 +110,7 @@ void TessellationModePopup() var mode = (TessellationMode)tessellationMode.floatValue; EditorGUI.BeginChangeCheck(); - mode = (TessellationMode)EditorGUILayout.Popup(Styles.tessellationModeStr, (int)mode, Styles.tessellationModeNames); + mode = (TessellationMode)EditorGUILayout.Popup(Styles.tessellationModeText, (int)mode, Styles.tessellationModeNames); if (EditorGUI.EndChangeCheck()) { materialEditor.RegisterPropertyChangeUndo("Tessellation Mode");