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Update preview naming in raytrace component #753

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Original file line number Diff line number Diff line change
Expand Up @@ -16,8 +16,8 @@ To render a different fog color in a certain area of your Scene:

1. Create a global Volume (menu: __GameObject > Volume > Global Volume__).
2. Click the **New** button next to the **Profile** property to add a new Volume Profile to the Volume.
3. Select **Add Override > Fog > Fog** and leave it with the default settings.
3. Select **Add Override > Fog** and leave it with the default settings.
4. Create a local Volume. To add a **Local** Volume with a box boundary, select __GameObject > Volume > Box Volume__.
5. Select **Add Override > Fog > Fog** then in the **Fog** Inspector, override the properties with your preferred values.
5. Select **Add Override > Fog** then in the **Fog** Inspector, override the properties with your preferred values.

Now, whenever your Camera is within the bounds of the local Volume's Collider, HDRP uses the Fog values from that Volume. Whenever your Camera is outside the bounds of the local Volume's Collider, HDRP uses the Fog values from the global Volume
Original file line number Diff line number Diff line change
Expand Up @@ -71,7 +71,7 @@ public override void OnInspectorGUI()
}

if (HDRenderPipeline.pipelineSupportsRayTracing)
PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing", "Enable ray traced ambient occlusion."));
PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing (Preview)", "Enable ray traced ambient occlusion."));

// Shared attributes
PropertyField(m_Intensity, EditorGUIUtility.TrTextContent("Intensity", "Controls the strength of the ambient occlusion effect. Increase this value to produce darker areas."));
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Expand Up @@ -113,7 +113,7 @@ sealed class Styles
public readonly GUIContent shadowTint = new GUIContent("Tint", "Specifies the color and transparency that HDRP tints this Light's shadows to. The tint affects dynamic shadows, Contact Shadows, and ShadowMask. It does not affect baked shadows.");
public readonly GUIContent penumbraTint = new GUIContent("Penumbra Tint", "When enabled, the tint only affects the shadow's penumbra.");
public readonly GUIContent contactShadows = new GUIContent("Enable", "Enable support for Contact Shadows on this Light. This is better for lights with a lot of visible shadows.");
public readonly GUIContent rayTracedContactShadow = new GUIContent("Ray Tracing", "Uses ray tracing to compute the contact shadow for a light.");
public readonly GUIContent rayTracedContactShadow = new GUIContent("Ray Tracing (Preview)", "Uses ray tracing to compute the contact shadow for a light.");
public readonly GUIContent shadowUpdateMode = new GUIContent("Update Mode", "Specifies when HDRP updates the shadow map.");
public readonly GUIContent useCustomSpotLightShadowCone = new GUIContent("Custom Spot Angle", "When enabled, this Spot Light uses the custom angle for shadow map rendering.");
public readonly GUIContent customSpotLightShadowCone = new GUIContent("Shadow Angle", "Controls the custom angle this Spot Light uses for shadow map rendering.");
Expand All @@ -131,7 +131,7 @@ sealed class Styles
public readonly GUIContent diameterScaleForSoftness = new GUIContent("Angular Diameter Scale for Softness", "Scale the angular diameter for the sake of softness calculation. Higher scales will result in higher softness.");
public readonly GUIContent areaLightShadowCone = new GUIContent("Shadow Cone", "Aperture of the cone used for shadowing the area light.");
public readonly GUIContent useScreenSpaceShadows = new GUIContent("Screen Space Shadows", "Render screen space shadow.");
public readonly GUIContent useRayTracedShadows = new GUIContent("Ray Traced Shadows", "If selected, ray traced shadows are used in place of rasterized ones.");
public readonly GUIContent useRayTracedShadows = new GUIContent("Ray Traced Shadows (Preview)", "If selected, ray traced shadows are used in place of rasterized ones.");
public readonly GUIContent numRayTracingSamples = new GUIContent("Sample Count", "This defines the number of samples that will be used to evaluate this shadow.");
public readonly GUIContent denoiseTracedShadow = new GUIContent("Denoise", "This defines if the ray traced shadow should be filtered.");
public readonly GUIContent denoiserRadius = new GUIContent("Denoiser Radius", "This defines the denoiser's radius used for filtering ray traced shadows.");
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Expand Up @@ -86,7 +86,7 @@ public override void OnInspectorGUI()

bool rayTracingSupported = HDRenderPipeline.pipelineSupportsRayTracing;
if (rayTracingSupported)
PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing", "Enable ray traced reflections."));
PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing (Preview)", "Enable ray traced reflections."));

// Shared Data
PropertyField(m_MinSmoothness, EditorGUIUtility.TrTextContent("Minimum Smoothness", "Controls the smoothness value at which HDRP activates SSR and the smoothness-controlled fade out stops."));
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Original file line number Diff line number Diff line change
Expand Up @@ -112,7 +112,7 @@ public override void OnInspectorGUI()
// If ray tracing is supported display the content of the volume component
if (HDRenderPipeline.pipelineSupportsRayTracing)
{
PropertyField(m_RayTracing);
PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing (Preview)", "Enable ray traced global illumination."));
}

// Flag to track if the ray tracing parameters were displayed
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Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ namespace UnityEngine.Rendering.HighDefinition
/// <summary>
/// Fog Volume Component.
/// </summary>
[Serializable, VolumeComponentMenu("Fog/Fog")]
[Serializable, VolumeComponentMenu("Fog")]
public class Fog : VolumeComponent
{
/// <summary>Enable fog.</summary>
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Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ namespace UnityEngine.Rendering.HighDefinition
/// <summary>
/// A volume component that holds settings for the global illumination (screen space and ray traced).
/// </summary>
[Serializable, VolumeComponentMenu("Lighting/Global Illumination")]
[Serializable, VolumeComponentMenu("Lighting/Screen Space Global Illumination (Preview)")]
public sealed class GlobalIllumination : VolumeComponentWithQuality
{
/// <summary>
Expand All @@ -21,6 +21,11 @@ public sealed class GlobalIllumination : VolumeComponentWithQuality
[Tooltip("Controls the thickness of the depth buffer used for ray marching.")]
public ClampedFloatParameter depthBufferThickness = new ClampedFloatParameter(0.01f, 0, 1.0f);

GlobalIllumination()
{
displayName = "Screen Space Global Illumination (Preview)";
}

/// <summary>
/// The number of steps that should be used during the ray marching pass.
/// </summary>
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Original file line number Diff line number Diff line change
Expand Up @@ -20,5 +20,10 @@ public sealed class SubSurfaceScattering : VolumeComponent
/// </summary>
[Tooltip("Number of samples for sub-surface scattering.")]
public ClampedIntParameter sampleCount = new ClampedIntParameter(1, 1, 32);

SubSurfaceScattering()
{
displayName = "SubSurface Scattering (Preview)";
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,11 @@ public sealed class PathTracing : VolumeComponent
/// </summary>
[Tooltip("Defines the maximum intensity value computed for a path segment.")]
public ClampedFloatParameter maximumIntensity = new ClampedFloatParameter(10f, 0f, 100f);

PathTracing()
{
displayName = "Path Tracing (Preview)";
}
}

public partial class HDRenderPipeline
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Original file line number Diff line number Diff line change
Expand Up @@ -19,5 +19,10 @@ public sealed class LightCluster : VolumeComponent
/// </summary>
[Tooltip("Controls the range of the cluster around the camera.")]
public ClampedFloatParameter cameraClusterRange = new ClampedFloatParameter(10f, 0.001f, 50f);

LightCluster()
{
displayName = "Light Cluster (Preview)";
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ namespace UnityEngine.Rendering.HighDefinition
/// <summary>
/// A volume component that holds the general settings for ray traced effects.
/// </summary>
[Serializable, VolumeComponentMenu("Ray Tracing/Settings (Preview)")]
[Serializable, VolumeComponentMenu("Ray Tracing/Ray Tracing Settings (Preview)")]
public sealed class RayTracingSettings : VolumeComponent
{
/// <summary>
Expand All @@ -19,5 +19,10 @@ public sealed class RayTracingSettings : VolumeComponent
/// </summary>
[Tooltip("Enables the override of the shadow culling.")]
public BoolParameter extendCulling = new BoolParameter(false);

RayTracingSettings()
{
displayName = "Ray Tracing Settings (Preview)";
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -38,5 +38,10 @@ public sealed class RecursiveRendering : VolumeComponent
/// </summary>
[Tooltip("Minmal Smoothness for Reflection. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.")]
public ClampedFloatParameter minSmoothness = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);

RecursiveRendering()
{
displayName = "Recursive Rendering (Preview)";
}
}
}