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[HDRP][Tooltips] Fixed some tooltips for Local Volumetric Fog #6722

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Jan 13, 2022
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2 changes: 2 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -95,6 +95,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed debug probe visualization affecting screen space effects.
- Fixed issue of index for APV running out space way before it should.
- Fixed issue during reloading scenes in a set when one of the scenes has been renamed.
- Fixed Local Volumetric Fog tooltips.


### Changed
- Converted most TGA textures files to TIF to reduce the size of HDRP material samples.
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Original file line number Diff line number Diff line change
Expand Up @@ -18,16 +18,16 @@ internal static class Styles
public static readonly GUIContent s_Size = new GUIContent("Size", "Modify the size of this Local Volumetric Fog. This is independent of the Transform's Scale.");
public static readonly GUIContent s_AlbedoLabel = new GUIContent("Single Scattering Albedo", "The color this fog scatters light to.");
public static readonly GUIContent s_MeanFreePathLabel = new GUIContent("Fog Distance", "Density at the base of the fog. Determines how far you can see through the fog in meters.");
public static readonly GUIContent s_VolumeTextureLabel = new GUIContent("Texture", "The fog Texture for the Density Mask. Generate this Texture type using the Local Volumetric Fog Texture Tool.");
public static readonly GUIContent s_VolumeTextureLabel = new GUIContent("Texture", "The fog Texture for the Density Mask.");
public static readonly GUIContent s_TextureScrollLabel = new GUIContent("Scroll Speed", "Modify the speed for each axis at which HDRP scrolls the fog Texture.");
public static readonly GUIContent s_TextureTileLabel = new GUIContent("Tiling", "Modify the tiling of the fog Texture on each axis individually.");
public static readonly GUIContent s_BlendLabel = new GUIContent("Blend Distance", "Interior distance from the Size where the fog fades in completely.");
public static readonly GUIContent s_InvertFadeLabel = new GUIContent("Invert Blend", "Inverts blend values so 0 becomes the new maximum value and the original maximum value becomes 0.");
public static readonly GUIContent s_FalloffMode = new GUIContent("Falloff Mode", "When Blend Distance is above 0, controls which kind of falloff is applied to the transition area.");
public static readonly GUIContent s_ManipulatonTypeContent = EditorGUIUtility.TrTextContent("Per Axis Control", "When checked, each face can be manipulated separately. This also include fading options.");

public static readonly GUIContent s_DistanceFadeStartLabel = new GUIContent("Distance Fade Start");
public static readonly GUIContent s_DistanceFadeEndLabel = new GUIContent("Distance Fade End");
public static readonly GUIContent s_DistanceFadeStartLabel = new GUIContent("Distance Fade Start", "Sets the distance from the Camera where Local Volumetric Fog starts to fade out.");
public static readonly GUIContent s_DistanceFadeEndLabel = new GUIContent("Distance Fade End", "Sets the distance from the Camera where Local Volumetric Fog is completely faded out.");

public static readonly Color k_GizmoColorBase = new Color(180 / 255f, 180 / 255f, 180 / 255f, 8 / 255f).gamma;

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