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Fix issue found in 10.1 version #2221

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Oct 14, 2020
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Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ class EyeSurfaceOptionPropertyBlock : SurfaceOptionPropertyBlock
{
class Styles
{
public static GUIContent materialType = new GUIContent("Material Type", "TODO");
public static GUIContent materialType = new GUIContent("Material Type", "Allow to select the type of lighting model used with this Eye Material.");
public static GUIContent irisNormalType = new GUIContent("Iris Normal", "Override the iris normal");
}

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Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ class FabricSurfaceOptionPropertyBlock : SurfaceOptionPropertyBlock
{
class Styles
{
public static GUIContent materialType = new GUIContent("Material Type", "TODO");
public static GUIContent materialType = new GUIContent("Material Type", "Allow to select the type of lighting model used with this Fabric Material. Either for cooton wood or for Silk.");
}

FabricData fabricData;
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Original file line number Diff line number Diff line change
Expand Up @@ -17,8 +17,8 @@ class AdvancedOptionsPropertyBlock : SubTargetPropertyBlock
{
class Styles
{
public static GUIContent overrideBakedGI = new GUIContent("Override Baked GI", "TODO");
public static GUIContent supportLodCrossFade = new GUIContent("Support LOD CrossFade", "TODO");
public static GUIContent overrideBakedGI = new GUIContent("Override Baked GI", "When enabled, inputs to override the current GI are exposed on the master node.");
public static GUIContent supportLodCrossFade = new GUIContent("Support LOD CrossFade", "When enabled, allow to use the animated transition for LOD feature on this material.");
}

protected override string title => "Advanced Options";
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Original file line number Diff line number Diff line change
Expand Up @@ -27,8 +27,8 @@ public enum Features

class Styles
{
public static GUIContent fragmentNormalSpace = new GUIContent("Fragment Normal Space", "TODO");
public static GUIContent doubleSidedModeText = new GUIContent("Double Sided Mode", "TODO");
public static GUIContent fragmentNormalSpace = new GUIContent("Fragment Normal Space", "Select the space use for normal map in Fragment shader in this shader graph.");
public static GUIContent doubleSidedModeText = new GUIContent("Double Sided Mode", "Select the double sided mode to use with this Material.");
}

Features enabledFeatures;
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Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ class StackLitSurfaceOptionPropertyBlock : SurfaceOptionPropertyBlock
{
class Styles
{
public static GUIContent materialType = new GUIContent("Material Type", "TODO");
public static GUIContent materialType = new GUIContent("Material Type", "Allow to select the lighting model to used with this Material.");
}

StackLitData stackLitData;
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Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ class HDUnlitSurfaceOptionPropertyBlock : SurfaceOptionPropertyBlock
{
class Styles
{
public static GUIContent shadowMatte = new GUIContent("Shadow Matte", "TODO");
public static GUIContent shadowMatte = new GUIContent("Shadow Matte", "When enabled, shadow matte inputs are exposed on the master node.");
}

HDUnlitData unlitData;
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Original file line number Diff line number Diff line change
Expand Up @@ -107,14 +107,18 @@ internal static void UpgradeDefaultRenderingLayerMask()

foreach (var mesh in meshRenderers)
{
Undo.RecordObject(mesh, "MeshRenderer Layer Mask update");
mesh.renderingLayerMask |= (ShaderVariablesGlobal.DefaultRenderingLayerMask & ShaderVariablesGlobal.RenderingDecalLayersMask);
EditorUtility.SetDirty(mesh);
}

var terrains = Resources.FindObjectsOfTypeAll<Terrain>();

foreach (var terrain in terrains)
{
Undo.RecordObject(terrain, "Terrain Layer Mask update");
terrain.renderingLayerMask |= (ShaderVariablesGlobal.DefaultRenderingLayerMask & ShaderVariablesGlobal.RenderingDecalLayersMask);
EditorUtility.SetDirty(terrain);
}
}

Expand All @@ -131,13 +135,17 @@ internal static void UpgradeDefaultRenderingLayerMaskForSelection()
MeshRenderer mesh;
if (gameObj.TryGetComponent<MeshRenderer>(out mesh))
{
Undo.RecordObject(mesh, "MeshRenderer Layer Mask update");
mesh.renderingLayerMask |= (ShaderVariablesGlobal.DefaultRenderingLayerMask & ShaderVariablesGlobal.RenderingDecalLayersMask);
EditorUtility.SetDirty(mesh);
}

Terrain terrain;
if (gameObj.TryGetComponent<Terrain>(out terrain))
{
Undo.RecordObject(terrain, "Terrain Layer Mask update");
terrain.renderingLayerMask |= (ShaderVariablesGlobal.DefaultRenderingLayerMask & ShaderVariablesGlobal.RenderingDecalLayersMask);
EditorUtility.SetDirty(terrain);
}
}
}
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