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staticpublicreadonlyGUIContentocclusionData=EditorGUIUtility.TrTextContent("Screen Space Occlusion");
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staticpublicreadonlyGUIContentlensFlareData=EditorGUIUtility.TrTextContent("Lens Flare Data","Specifies the SRP Lens Flare Data asset this component uses.");
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staticpublicreadonlyGUIContentnewButton=EditorGUIUtility.TrTextContent("New","Create a new SRP Lens Flare Data asset.");
@@ -206,16 +211,15 @@ static class Styles
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staticpublicreadonlyGUIContentscaleByDistanceCurve=EditorGUIUtility.TrTextContent("Scale Distance Curve","Specifies the curve used to calculate the size of the lens flare based on the distance between the GameObject this asset is attached to, and the Camera.");
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staticpublicreadonlyGUIContentattenuationByLightShape=EditorGUIUtility.TrTextContent("Attenuation By Light Shape","When enabled, if the component is attached to a light, automatically reduces the effect of the lens flare based on the type and shape of the light.");
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staticpublicreadonlyGUIContentradialScreenAttenuationCurve=EditorGUIUtility.TrTextContent("Screen Attenuation Curve","Specifies the curve that modifies the intensity of the lens flare based on its distance from the edge of the screen.");
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staticpublicreadonlyGUIContentenableOcclusion=EditorGUIUtility.TrTextContent("Enable","When enabled, the renderer uses the depth buffer to occlude (partially or completely) the lens flare. Partial occlusion also occurs when the lens flare is partially offscreen.");
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staticpublicreadonlyGUIContentfogAndCloudOpacityOcclusion=EditorGUIUtility.TrTextContent("Fog And Cloud Opacity","When enabled, the occlusion is attenuated by the Background Clouds, Volumetric Clouds and the Fog.");
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staticpublicreadonlyGUIContentenableOcclusion=EditorGUIUtility.TrTextContent("Screen Space Occlusion","When enabled, the renderer uses the depth buffer to occlude (partially or completely) the lens flare. Partial occlusion also occurs when the lens flare is partially offscreen.");
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staticpublicreadonlyGUIContentenvironmentOcclusion=EditorGUIUtility.TrTextContent("Environment Occlusion","When enabled, environment effects supported by the render pipeline can be used to occlude lens flares.\nThis may include opacity from volumetric clouds, background clouds, fog and water.");
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staticpublicreadonlyGUIContentocclusionRadius=EditorGUIUtility.TrTextContent("Occlusion Radius","Sets the radius, in meters, around the light used to compute the occlusion of the lens flare. If this area is half occluded by geometry (or half off-screen), the intensity of the lens flare is cut by half.");
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staticpublicreadonlyGUIContentsampleCount=EditorGUIUtility.TrTextContent("Sample Count","Sets the number of random samples used inside the Occlusion Radius area. A higher sample count gives a smoother attenuation when occluded.");
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staticpublicreadonlyGUIContentocclusionOffset=EditorGUIUtility.TrTextContent("Occlusion Offset","Sets the offset of the occlusion area in meters between the GameObject this asset is attached to, and the Camera. A positive value moves the occlusion area closer to the Camera.");
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staticpublicreadonlyGUIContentocclusionRemapCurve=EditorGUIUtility.TrTextContent("Occlusion Remap Curve","Specifies the curve used to remap the occlusion of the flare. By default, the occlusion is linear, between 0 and 1. This can be specifically useful to occlude flare more drastically when behind clouds.");
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staticpublicreadonlyGUIContentallowOffScreen=EditorGUIUtility.TrTextContent("Allow OffScreen","When enabled, allows the lens flare to affect the scene even when it is outside the Camera's field of view.");
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staticpublicreadonlyGUIContentvolumetricCloudOcclusion=EditorGUIUtility.TrTextContent("Volumetric Clouds","When enabled, HDRP uses the volumetric clouds texture (in screen space) for the occlusion.");
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staticpublicreadonlyGUIContentlightOverride=EditorGUIUtility.TrTextContent("Light Override","Specifies the light component where the color and shape values are fetched from when using \"Modulate By Light Color\" or \"Attenuation By Light Shape\" properties on a Lens Flare Element. If nothing is specified, the light component from this gameobject is used.");
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staticpublicreadonlyGUIContentwaterOcclusion=EditorGUIUtility.TrTextContent("Water","When enabled, HDRP uses the Water Rendering (in screen space) for the occlusion.");
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