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Hd/add layer modification on generated emissive mesh for area light (#364)
* Add Layer modification of EmissiveMesh generated by area light
Add Layer handling on Generated Emissive Mesh
* Update CHANGELOG.md
* Add "same as Light" hability for layer and make it default
* Add destruction on move in hierarchy and retrieve existing to secure the NotEditable
* Add sync on Static too
* Also the copy the static drop down
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs
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@@ -81,6 +81,8 @@ sealed class Styles
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publicreadonlyGUIContentdisplayAreaLightEmissiveMesh=newGUIContent("Display Emissive Mesh","Generate an emissive mesh using the size, Color and Intensity of the Area Light.");
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publicreadonlyGUIContentareaLightEmissiveMeshCastShadow=newGUIContent("Cast Shadows","Specify wether the generated geometry create shadow or not when a shadow casting Light shines on it");
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publicreadonlyGUIContentareaLightEmissiveMeshMotionVector=newGUIContent("Motion Vectors","Specify wether the generated Mesh renders 'Per Object Motion', 'Camera Motion' or 'No Motion' vectors to the Camera Motion Vector Texture.");
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publicreadonlyGUIContentareaLightEmissiveMeshSameLayer=newGUIContent("Same Layer","If checked, use the same Layer than the Light one.");
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publicreadonlyGUIContentareaLightEmissiveMeshCustomLayer=newGUIContent("Custom Layer","Specify on which layer the generated Mesh live.");
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publicreadonlyGUIContentlightLayer=newGUIContent("Light Layer","Specifies the current Light Layers that the Light affects. This Light illuminates corresponding Renderers with the same Light Layer flags.");
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publicreadonlyGUIContentinteractsWithSky=newGUIContent("Affect Physically Based Sky","Check this option to make the light and the Physically Based sky affect one another.");
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