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Copy file name to clipboardExpand all lines: com.unity.toonshader/CHANGELOG.md
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# Changelog
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## [0.7.0-preview] - 2022-03-07
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## [0.7.0-preview] - 2022-03-08
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### Updated:
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* Shader version properties in all the render pipeline shaders.
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* Updated installation.md.
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* Replaced `【DX11 Phong Tessellation Settings】` to `Legacy Pipeline: Phong Tessellation Settings` as it works on Mac.
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* Replaced term, `Technique` to `Mode`.
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* Replaced term, `Contribution` to `Effectiveness`.
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* The titles of the items in the Inspector window, which were not always consistent, such as "Setup" and "Settings," are now consistent with "Settings.* Renamed Shader GUI class and mede them integrated before integrate all the render pipeline shaders. All the render pipeline shaders use one Custom Editor class.
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* Replaced term, `High Color` to `High Light`.
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* Replaced "Settings for PointLights in ForwardAdd Pass" to "Point Light Settings".
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* Removed Game Recommendation window and changed the default values of shader variables.* The titles of the items in the Inspector window, which were not always consistent, such as "Setup" and "Settings," are now consistent with "Settings.* Renamed Shader GUI class and mede them integrated before integrate all the render pipeline shaders. All the render pipeline shaders use one Custom Editor class.
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* Removed 【】in the Inspector window.
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### Added:
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* Legacy: Graphics Test 2022.2.
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* Uninversal RP: Graphics Test 2022.2.
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* HDRP: Graphics Test 2022.2.
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### Removed:
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*Removed Game Recommendation window and changed the default values of shader variables.
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*removed "● Additional Settings" in the Inspector.
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* Removed Simple UI.
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* Removed Japanese and English manual link buttons.
publicstaticGUIContentshadingGradeMapText=newGUIContent("Shading Grade Map","Specify shadow-prone areas in UV coordinates. Shading Grade Map : Texture(linear)");
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publicstaticGUIContentfirstPositionMapText=newGUIContent("Specify the position of fixed shadows that fall in 1st shade color areas in UV coordinates. 1st Position Map : Texture(linear)");
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publicstaticGUIContentfirstPositionMapText=newGUIContent("1st Shade Position Map","Specify the position of fixed shadows that fall in 1st shade color areas in UV coordinates. 1st Position Map : Texture(linear)");
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publicstaticGUIContentsecondPositionMapText=newGUIContent("2nd Shade Position Map","Specify the position of fixed shadows that fall in 2nd shade color areas in UV coordinates. 2nd Position Map : Texture(linear)");
varret=GUI_Toggle(material,"Shadow Mask on High Color",ShaderPropIs_UseTweakHighColorOnShadow,MaterialGetInt(material,ShaderPropIs_UseTweakHighColorOnShadow)!=0);
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varret=GUI_Toggle(material,"Shadow Mask on High Lights",ShaderPropIs_UseTweakHighColorOnShadow,MaterialGetInt(material,ShaderPropIs_UseTweakHighColorOnShadow)!=0);
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EditorGUI.BeginDisabledGroup(!ret);
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{
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EditorGUI.indentLevel++;
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m_MaterialEditor.RangeProperty(tweakHighColorOnShadow,"High Color Power on Shadow");
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m_MaterialEditor.RangeProperty(tweakHighColorOnShadow,"High Light Power on Shadows");
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