diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 705b21d5c36..d733df638cf 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -17,6 +17,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Changed - Removed the material pass probe volumes evaluation mode. - Volume parameter of type Cubemap can now accept Cubemap render textures and custom render textures. +- Removed the superior clamping value for the recursive rendering max ray length. +- Removed the superior clamping value for the ray tracing light cluster size. ## [10.3.0] - 2020-12-01 diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs index 96783615007..9b555bee44d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs @@ -1,7 +1,7 @@ +using UnityEngine; using UnityEditor.Rendering; using UnityEditor.Rendering.HighDefinition; using UnityEngine.Rendering.HighDefinition; -using UnityEngine.Rendering; namespace UnityEditor.Experimental.Rendering.HighDefinition { @@ -26,6 +26,8 @@ public override void OnEnable() m_MinSmoothness = Unpack(o.Find(x => x.minSmoothness)); } + static public readonly GUIContent k_RayLengthText = EditorGUIUtility.TrTextContent("Max Ray Length", "This defines the maximal travel distance of rays."); + public override void OnInspectorGUI() { HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; @@ -47,7 +49,7 @@ public override void OnInspectorGUI() { PropertyField(m_LayerMask); PropertyField(m_MaxDepth); - PropertyField(m_RayLength); + PropertyField(m_RayLength, k_RayLengthText); PropertyField(m_MinSmoothness); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs index 716157a24cf..fa90fb51a2f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs @@ -13,7 +13,7 @@ public sealed class LightCluster : VolumeComponent /// Controls the range of the cluster around the camera. /// [Tooltip("Controls the range of the cluster around the camera.")] - public ClampedFloatParameter cameraClusterRange = new ClampedFloatParameter(10f, 0.001f, 50f); + public MinFloatParameter cameraClusterRange = new MinFloatParameter(10.0f, 0.001f); /// /// Default constructor for the light cluster volume component. /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs index f4e895cec16..b2570b09338 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs @@ -31,8 +31,7 @@ public sealed class RecursiveRendering : VolumeComponent /// /// This defines the maximal travel distance of rays. /// - [Tooltip("Ray Length. This defines the maximal travel distance of rays.")] - public ClampedFloatParameter rayLength = new ClampedFloatParameter(10f, 0f, 50f); + public MinFloatParameter rayLength = new MinFloatParameter(10.0f, 0.0f); /// /// Minmal smoothness for reflection rays. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.