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Renamed "tex world scale" to "tiling" for planar/triplanar mapping.
1 parent 0bf50e4 commit f8b2d43

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3 files changed

+7
-7
lines changed

3 files changed

+7
-7
lines changed

Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -41,7 +41,7 @@ private class StylesLayer
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public readonly GUIContent layerMapMaskText = new GUIContent("Layer Mask", "Layer mask (multiplied by vertex color if enabled)");
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public readonly GUIContent layerMapVertexColorText = new GUIContent("Use Vertex Color", "Layer mask (multiplied by layer mask if enabled)");
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public readonly GUIContent layerCountText = new GUIContent("Layer Count", "Number of layers.");
44-
public readonly GUIContent layerTexWorldScaleText = new GUIContent("Tex world scale", "Scale to apply to world position for Planar/Trilinear");
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public readonly GUIContent layerTexWorldScaleText = new GUIContent("Tiling", "Tiling factor applied to Planar/Trilinear mapping");
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public readonly GUIContent UVBaseText = new GUIContent("Base UV Mapping", "Base UV Mapping mode of the layer.");
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public readonly GUIContent UVDetailText = new GUIContent("Detail UV Mapping", "Detail UV Mapping mode of the layer.");
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}

Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -134,10 +134,10 @@ Shader "HDRenderLoop/LayeredLit"
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// All the following properties that concern the UV mapping are the same as in the Lit shader.
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// This means that they will get overridden when synchronizing the various layers.
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// To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties
137-
_TexWorldScale0("Scale to apply on world coordinate", Float) = 1.0
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_TexWorldScale1("Scale to apply on world coordinate", Float) = 1.0
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_TexWorldScale2("Scale to apply on world coordinate", Float) = 1.0
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_TexWorldScale3("Scale to apply on world coordinate", Float) = 1.0
137+
_TexWorldScale0("Tiling", Float) = 1.0
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_TexWorldScale1("Tiling", Float) = 1.0
139+
_TexWorldScale2("Tiling", Float) = 1.0
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_TexWorldScale3("Tiling", Float) = 1.0
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[Enum(UV0, 0, UV1, 1, UV3, 2, Planar, 3, Triplanar, 4)] _UVBase0("UV Set for base0", Float) = 0
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[Enum(UV0, 0, UV1, 1, UV3, 2, Planar, 3, Triplanar, 4)] _UVBase1("UV Set for base1", Float) = 0
@@ -162,7 +162,7 @@ Shader "HDRenderLoop/LayeredLit"
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// Unused but to be able to share litUI.Sahder and layeredUI.Shader
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[HideInInspector] _UVBase("UV Set for base", Float) = 0
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[HideInInspector] _UVDetail("UV Set for base", Float) = 0
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[HideInInspector] _TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
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[HideInInspector] _TexWorldScale("Tiling", Float) = 1.0
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[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
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[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
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}

Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/BaseLitUI.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -25,7 +25,7 @@ protected static class Styles
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public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel");
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public static GUIContent UVBaseMappingText = new GUIContent("UV set for Base", "");
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public static GUIContent texWorldScaleText = new GUIContent("Scale to apply on world coordinate in case of Planar/Triplanar", "");
28+
public static GUIContent texWorldScaleText = new GUIContent("Tiling", "Tiling factor applied to Planar/Trilinear mapping");
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public static GUIContent UVBaseDetailMappingText = new GUIContent("UV set for Base and Detail", "");
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public static GUIContent normalMapSpaceText = new GUIContent("Normal/Tangent Map space", "");
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public static GUIContent heightMapModeText = new GUIContent("Height Map Mode", "");

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