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Update preserve specular lighting tooltip #4334

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Apr 28, 2021
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Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ internal static class Styles
public static GUIContent transparentSortPriorityText = new GUIContent("Sorting Priority", "Sets the sort priority (from -100 to 100) of transparent meshes using this Material. HDRP uses this value to calculate the sorting order of all transparent meshes on screen.");
public static GUIContent enableTransparentFogText = new GUIContent("Receive fog", "When enabled, this Material can receive fog.");
public static GUIContent transparentCullModeText = new GUIContent("Cull Mode", "For transparent objects, change the cull mode of the object.");
public static GUIContent enableBlendModePreserveSpecularLightingText = new GUIContent("Preserve specular lighting", "When enabled, blending only affects diffuse lighting, allowing for correct specular lighting on transparent meshes that use this Material.");
public static GUIContent enableBlendModePreserveSpecularLightingText = new GUIContent("Preserve specular lighting", "When enabled, blending only affects diffuse lighting, allowing for correct specular lighting on transparent meshes that use this Material. This parameter is only supported when the material's refraction model is set to None.");

// Lit properties
public static GUIContent doubleSidedNormalModeText = new GUIContent("Normal Mode", "Specifies the method HDRP uses to modify the normal base.\nMirror: Mirrors the normals with the vertex normal plane.\nFlip: Flips the normal.");
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