- Add an option to generate an emissive mesh for area lights (currently rectangle light only). The mesh fits the size, intensity and color of the light.
- Add an option to the HDRP asset to increase the resolution of volumetric lighting.
EditorGUILayout.PropertyField(d.supportOnlyForward,_.GetContent("Support Only Forward|Remove all the memory and shader variant of GBuffer. The renderer can be switch to deferred anymore."));
EditorGUILayout.PropertyField(d.supportMotionVectors,_.GetContent("Support Motion Vectors|Motion vector are use for Motion Blur, TAA, temporal re-projection of various effect like SSR."));
EditorGUILayout.PropertyField(d.enableUltraQualitySSS,_.GetContent("Increase SSS Sample Count|This allow better SSS quality. Warning: Slow feature, don't use for game."));
EditorGUILayout.PropertyField(d.supportVolumetric,_.GetContent("Support volumetric|Enable memory and shader variant for volumetric."));
EditorGUILayout.PropertyField(d.increaseSssSampleCount,_.GetContent("Increase SSS Sample Count|This allows for better SSS quality. Warning: high performance cost, do not enable on consoles."));
EditorGUILayout.PropertyField(d.supportVolumetrics,_.GetContent("Support volumetrics|Enable memory and shader variant for volumetric."));
EditorGUILayout.PropertyField(d.increaseResolutionOfVolumetrics,_.GetContent("Increase resolution of volumetrics|Increase the resolution of volumetric lighting buffers. Warning: high performance cost, do not enable on consoles."));
EditorGUILayout.PropertyField(d.supportRuntimeDebugDisplay,_.GetContent("Support runtime debug display|Remove all debug display shader variant only in the player. Allow faster build."));
EditorGUILayout.PropertyField(d.supportDitheringCrossFade,_.GetContent("Support dithering cross fade|Remove all dithering cross fade shader variant only in the player. Allow faster build."));
CameraRelativeRendering=1,// Rendering sets the origin of the world to the position of the primary (scene view) camera
UseDisneySSS=1,// Allow to chose between Burley Normalized Diffusion (Multi + Fix direction single scattering) or Jimenez diffusion approximation (Multiscattering only - More blurry) for Subsurface scattering
UseDisneySSS=1// Allow to chose between Burley Normalized Diffusion (Multi + Fix direction single scattering) or Jimenez diffusion approximation (Multiscattering only - More blurry) for Subsurface scattering
};
// Note: #define can't be use in include file in C# so we chose this way to configure both C# and hlsl