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PropertyField(m_LayerMask,EditorGUIUtility.TrTextContent("Layer Mask","Layer mask used to include the objects for ambient occlusion."));
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+
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base.OnInspectorGUI();// Quality Setting
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using(newQualityScope(this))
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{
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EditorGUI.indentLevel++;
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PropertyField(m_RayLength,EditorGUIUtility.TrTextContent("Max Ray Length","Controls the maximal length of ambient occlusion rays. The higher this value is, the more expensive ray traced ambient occlusion is."));
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PropertyField(m_SampleCount,EditorGUIUtility.TrTextContent("Sample Count","Number of samples for ray traced ambient occlusion."));
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PropertyField(m_Denoise,EditorGUIUtility.TrTextContent("Denoise","Enable denoising on the ray traced ambient occlusion."));
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{
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EditorGUI.indentLevel++;
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PropertyField(m_DenoiserRadius,EditorGUIUtility.TrTextContent("Denoiser Radius","Radius parameter for the denoising."));
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EditorGUI.indentLevel--;
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}
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EditorGUI.indentLevel--;
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}
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}
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else
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{
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PropertyField(m_Radius,EditorGUIUtility.TrTextContent("Radius","Sampling radius. Bigger the radius, wider AO will be achieved, risking to lose fine details and increasing cost of the effect due to increasing cache misses."));
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base.OnInspectorGUI();// Quality Setting
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PropertyField(m_TemporalAccumulation,EditorGUIUtility.TrTextContent("Temporal Accumulation","Whether the results are accumulated over time or not. This can get better results cheaper, but it can lead to temporal artifacts. Requires Motion Vectors to be enabled."));
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using(newQualityScope(this))
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EditorGUI.indentLevel++;
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if(!m_TemporalAccumulation.value.boolValue)
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{
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PropertyField(m_MaximumRadiusInPixels,EditorGUIUtility.TrTextContent("Maximum Radius In Pixels","This poses a maximum radius in pixels that we consider. It is very important to keep this as tight as possible to preserve good performance. Note that this is the value used for 1080p when *not* running the effect at full resolution, it will be scaled accordingly for other resolutions."));
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PropertyField(m_FullResolution,EditorGUIUtility.TrTextContent("Full Resolution","The effect runs at full resolution. This increases quality, but also decreases performance significantly."));
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PropertyField(m_StepCount,EditorGUIUtility.TrTextContent("Step Count","Number of steps to take along one signed direction during horizon search (this is the number of steps in positive and negative direction)."));
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if(m_DirectionCount.value.intValue>3)
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{
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EditorGUILayout.HelpBox("Performance will be seriously impacted by high direction count.",MessageType.Warning,wide:true);
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}
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PropertyField(m_BlurSharpness,EditorGUIUtility.TrTextContent("Blur sharpness","Modify the non-temporal blur to change how sharp features are preserved. Lower values blurrier/softer, higher values sharper but with risk of noise."));
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}
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else
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{
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PropertyField(m_SpatialBilateralAggressiveness,EditorGUIUtility.TrTextContent("Bilateral Aggressiveness","Higher this value, the less lenient with depth differences the spatial filter is. Increase if for example noticing white halos where AO should be."));
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PropertyField(m_GhostingAdjustement,EditorGUIUtility.TrTextContent("Ghosting reduction","Moving this factor closer to 0 will increase the amount of accepted samples during temporal accumulation, increasing the ghosting, but reducing the temporal noise."));
PropertyField(m_RayLength,EditorGUIUtility.TrTextContent("Max Ray Length","Controls the maximal length of ambient occlusion rays. The higher this value is, the more expensive ray traced ambient occlusion is."));
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PropertyField(m_SampleCount,EditorGUIUtility.TrTextContent("Sample Count","Number of samples for ray traced ambient occlusion."));
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PropertyField(m_TemporalAccumulation,EditorGUIUtility.TrTextContent("Temporal Accumulation","Whether the results are accumulated over time or not. This can get better results cheaper, but it can lead to temporal artifacts. Requires Motion Vectors to be enabled."));
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PropertyField(m_Denoise,EditorGUIUtility.TrTextContent("Denoise","Enable denoising on the ray traced ambient occlusion."));
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+
{
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EditorGUI.indentLevel++;
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if(!m_TemporalAccumulation.value.boolValue)
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{
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PropertyField(m_DirectionCount,EditorGUIUtility.TrTextContent("Direction Count","Number of directions searched for occlusion at each each pixel."));
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+
PropertyField(m_DenoiserRadius,EditorGUIUtility.TrTextContent("Denoiser Radius","Radius parameter for the denoising."));
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EditorGUI.indentLevel--;
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}
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}
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else
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{
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PropertyField(m_MaximumRadiusInPixels,EditorGUIUtility.TrTextContent("Maximum Radius In Pixels","This poses a maximum radius in pixels that we consider. It is very important to keep this as tight as possible to preserve good performance. Note that this is the value used for 1080p when *not* running the effect at full resolution, it will be scaled accordingly for other resolutions."));
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+
PropertyField(m_FullResolution,EditorGUIUtility.TrTextContent("Full Resolution","The effect runs at full resolution. This increases quality, but also decreases performance significantly."));
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+
PropertyField(m_StepCount,EditorGUIUtility.TrTextContent("Step Count","Number of steps to take along one signed direction during horizon search (this is the number of steps in positive and negative direction)."));
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if(m_DirectionCount.value.intValue>3)
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{
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EditorGUILayout.HelpBox("Performance will be seriously impacted by high direction count.",MessageType.Warning,wide:true);
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}
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PropertyField(m_BlurSharpness,EditorGUIUtility.TrTextContent("Blur sharpness","Modify the non-temporal blur to change how sharp features are preserved. Lower values blurrier/softer, higher values sharper but with risk of noise."));
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-
}
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else
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if(!m_TemporalAccumulation.value.boolValue)
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+
{
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PropertyField(m_DirectionCount,EditorGUIUtility.TrTextContent("Direction Count","Number of directions searched for occlusion at each each pixel."));
PropertyField(m_SpatialBilateralAggressiveness,EditorGUIUtility.TrTextContent("Bilateral Aggressiveness","Higher this value, the less lenient with depth differences the spatial filter is. Increase if for example noticing white halos where AO should be."));
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PropertyField(m_GhostingAdjustement,EditorGUIUtility.TrTextContent("Ghosting reduction","Moving this factor closer to 0 will increase the amount of accepted samples during temporal accumulation, increasing the ghosting, but reducing the temporal noise."));
PropertyField(m_BilateralUpsample,EditorGUIUtility.TrTextContent("Bilateral Upsample","This upsample method preserves sharp edges better, however can result in visible aliasing and it is slightly more expensive."));
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}
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PropertyField(m_BilateralUpsample,EditorGUIUtility.TrTextContent("Bilateral Upsample","This upsample method preserves sharp edges better, however can result in visible aliasing and it is slightly more expensive."));
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
+6-5Lines changed: 6 additions & 5 deletions
Original file line number
Diff line number
Diff line change
@@ -57,13 +57,14 @@ public override void OnInspectorGUI()
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PropertyField(m_Thickness,EditorGUIUtility.TrTextContent("Thickness","Controls the thickness of the objects found along the ray, essentially thickening the contact shadows."));
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base.OnInspectorGUI();
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using(newQualityScope(this))
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{
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PropertyField(m_SampleCount,EditorGUIUtility.TrTextContent("Sample Count","Controls the number of samples HDRP uses for ray casting."));
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}
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}
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}
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publicoverridevoidOnQualityGUI()
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{
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PropertyField(m_SampleCount,EditorGUIUtility.TrTextContent("Sample Count","Controls the number of samples HDRP uses for ray casting."));
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