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[ReflectionProbe] Added sphere offset in UI

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Frédéric Vauchelles 7 年前
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e2c6eb6e
共有 1 个文件被更改,包括 2 次插入0 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs


}
EditorGUILayout.PropertyField(p.influenceSphereRadius, CoreEditorUtils.GetContent("Radius"));
EditorGUILayout.PropertyField(p.boxOffset, CoreEditorUtils.GetContent("Sphere Offset|The center of the sphere in which the reflections will be applied to objects. The value is relative to the position of the Game Object."));
EditorGUILayout.PropertyField(p.boxProjection, CoreEditorUtils.GetContent("Sphere Projection|Sphere projection causes reflections to appear to change based on the object's position within the probe's sphere, while still using a single probe as the source of the reflection. This works well for reflections on objects that are moving through enclosed spaces such as corridors and rooms. Setting sphere projection to False and the cubemap reflection will be treated as coming from infinitely far away. Note that this feature can be globally disabled from Graphics Settings -> Tier Settings"));
}
#endregion

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