Skip to content

Hdrp/small ui update #423

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 3 commits into from
May 13, 2020
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -721,6 +721,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Shadowmask and realtime reflectoin probe property are hide in Quality settings
- Improved performance of reflection probe management when using a lot of probes.
- Ignoring the disable SSR flags for recursive rendering.
- Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

## [7.1.1] - 2019-09-05

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -40,22 +40,19 @@ public override void OnInspectorGUI()

if (!m_Enable.value.hasMultipleDifferentValues)
{
using (new EditorGUI.DisabledGroupScope(!m_Enable.value.boolValue))
{
PropertyField(m_Length, EditorGUIUtility.TrTextContent("Length", "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters."));
PropertyField(m_DistanceScaleFactor, EditorGUIUtility.TrTextContent("Distance Scale Factor", "Dampens the scale up effect HDRP process with distance from the Camera."));
m_MinDistance.value.floatValue = Mathf.Clamp(m_MinDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_MinDistance, EditorGUIUtility.TrTextContent("Min Distance", "Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters."));
PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters."));
m_FadeInDistance.value.floatValue = Mathf.Clamp(m_FadeInDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_FadeInDistance, EditorGUIUtility.TrTextContent("Fade In Distance", "Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters."));
PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Out Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters."));
PropertyField(m_Opacity, EditorGUIUtility.TrTextContent("Opacity", "Controls the opacity of the Contact Shadow."));
base.OnInspectorGUI();
GUI.enabled = useCustomValue;
PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Controls the number of samples HDRP uses for ray casting."));
GUI.enabled = true;
}
PropertyField(m_Length, EditorGUIUtility.TrTextContent("Length", "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters."));
PropertyField(m_DistanceScaleFactor, EditorGUIUtility.TrTextContent("Distance Scale Factor", "Dampens the scale up effect HDRP process with distance from the Camera."));
m_MinDistance.value.floatValue = Mathf.Clamp(m_MinDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_MinDistance, EditorGUIUtility.TrTextContent("Min Distance", "Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters."));
PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters."));
m_FadeInDistance.value.floatValue = Mathf.Clamp(m_FadeInDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_FadeInDistance, EditorGUIUtility.TrTextContent("Fade In Distance", "Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters."));
PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Out Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters."));
PropertyField(m_Opacity, EditorGUIUtility.TrTextContent("Opacity", "Controls the opacity of the Contact Shadow."));
base.OnInspectorGUI();
GUI.enabled = useCustomValue;
PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Controls the number of samples HDRP uses for ray casting."));
GUI.enabled = true;
}
}
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -110,24 +110,22 @@ public override void OnInspectorGUI()
if (volumetricLightingAvailable)
{
PropertyField(m_EnableVolumetricFog, s_EnableVolumetricFog);
if (m_EnableVolumetricFog.value.boolValue)

EditorGUI.indentLevel++;
PropertyField(m_Albedo, s_AlbedoLabel);
PropertyField(m_Anisotropy, s_AnisotropyLabel);
PropertyField(m_GlobalLightProbeDimmer, s_GlobalLightProbeDimmerLabel);

if (isInAdvancedMode)
{
EditorGUI.indentLevel++;
PropertyField(m_Albedo, s_AlbedoLabel);
PropertyField(m_Anisotropy, s_AnisotropyLabel);
PropertyField(m_GlobalLightProbeDimmer, s_GlobalLightProbeDimmerLabel);

if (isInAdvancedMode)
{
PropertyField(m_DepthExtent);
PropertyField(m_SliceDistributionUniformity);
PropertyField(m_ScreenResolutionPercentage);
PropertyField(m_VolumeSliceCount);
PropertyField(m_Filter);
}

EditorGUI.indentLevel--;
PropertyField(m_DepthExtent);
PropertyField(m_SliceDistributionUniformity);
PropertyField(m_ScreenResolutionPercentage);
PropertyField(m_VolumeSliceCount);
PropertyField(m_Filter);
}

EditorGUI.indentLevel--;
}
}
}
Expand Down