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Improved property descriptions #4451

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May 11, 2021
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Vic-Cooper
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Improved descriptions to address Remi's slack question: "How is calculated the distance at which diffusion profile stops having an effect in HDRP? And what does it depends on?"

It would be helpful to backport this to 7.x for consistency.

Improved descriptions to address Remi's slack question: "How is calculated the distance at which diffusion profile stops having an effect in HDRP ? And what does it depends on ?"
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| **Max Radius** | An informative helper value that displays the effective maximum radius (in millimeters) of the effect you define in Scattering Distance. You can not change this value directly. |
| **Index of Refraction** | Use the slider to set the refractive behavior of the Material. Larger values increase the intensity of specular reflection. For example, the index of refraction of skin is about 1.4. For more example values for the index of refraction of different materials, see Pixel and Poly’s [list of indexes of refraction values](https://pixelandpoly.com/ior.html). |
| **Scattering Distance** | Use the color picker (circle icon) to define how far each light channel in the Diffusion Profile travels below the surface:<br/><br/>**R**: Defines how far the red light channel travels below the surface.<br/>**G**: Controls how far the green light channel travels below the surface.<br/>**B**: Controls how far the blue light channel travels below the surface.<br/><br/>The overall color affects the Transmission tint. |
| **Max Radius** | The maximum radius of the effect you define in **Scattering Distance**. The size of this value depends on the world scale. For example, when the world scale is 1, this value is in meters. When the world scale is 0.01, this value is in millimeters.<br/><br/>When the size of this radius is smaller than a pixel on the screen, HDRP does not apply Subsurface Scattering. |
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For example, when the world scale is 1, this value is in meters. When the world scale is 0.01, this value is in millimeters.

Shouldn't this be 1 => meters, 0.001 => millimeters ? (10^-3 instead of 10^-2)

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Good spot, thanks!

0.01 > 0.001
@remi-chapelain remi-chapelain self-requested a review May 6, 2021 15:33
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🟢

@sebastienlagarde sebastienlagarde merged commit 4403603 into master May 11, 2021
@sebastienlagarde sebastienlagarde deleted the hdrp/docs/diffusionprofiles branch May 11, 2021 07:29
sebastienlagarde pushed a commit that referenced this pull request May 25, 2021
* Improved property descriptions

Improved descriptions to address Remi's slack question: "How is calculated the distance at which diffusion profile stops having an effect in HDRP ? And what does it depends on ?"

* Fixed scale

0.01 > 0.001
sebastienlagarde pushed a commit that referenced this pull request Jun 14, 2021
* Improved property descriptions

Improved descriptions to address Remi's slack question: "How is calculated the distance at which diffusion profile stops having an effect in HDRP ? And what does it depends on ?"

* Fixed scale

0.01 > 0.001
sebastienlagarde added a commit that referenced this pull request Jun 16, 2021
* Opt-out of builtin auto baking of ambient/reflection probe. #4324

* Fix Unifed Shader Precision Model in SRP shaders by supporting half precision on desktop #4349

* Improved property descriptions (#4451)

* Improved property descriptions

Improved descriptions to address Remi's slack question: "How is calculated the distance at which diffusion profile stops having an effect in HDRP ? And what does it depends on ?"

* Fixed scale

0.01 > 0.001

* [HDRP] Merge Hd/bugfix #4731

* Update CHANGELOG.md

* [HDRP] Merge Hd/bugfix #4713

* fix compil issue

* Update SubsurfaceScatteringManagerRT.cs

* Update 902_Materials_SG_Variants_Lit.png

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: NetteVI <nette.vi@gmail.com>
Co-authored-by: Vic Cooper <63712500+Vic-Cooper@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request Jun 16, 2021
* Opt-out of builtin auto baking of ambient/reflection probe. #4324

* Fix Unifed Shader Precision Model in SRP shaders by supporting half precision on desktop #4349

* Improved property descriptions (#4451)

* Improved property descriptions

Improved descriptions to address Remi's slack question: "How is calculated the distance at which diffusion profile stops having an effect in HDRP ? And what does it depends on ?"

* Fixed scale

0.01 > 0.001

* [HDRP] Merge Hd/bugfix #4731

* Update CHANGELOG.md

* [HDRP] Merge Hd/bugfix #4713

* fix compil issue

* Update SubsurfaceScatteringManagerRT.cs

* Update 902_Materials_SG_Variants_Lit.png

* Align LitTessellation to Lit and LayereLitTessellation to LayeredLit. + make the former fallback on the latter in R #4661

* Merge Hd/bugfix #4825

* Merge Hd/bugfix #4830

* fix Dx12 screenshots

* Update CHANGELOG.md

* Update CHANGELOG.md

* add exception for the renaming of LightLayersDefault

* Disable 2008 DXR test

* Update 1000_RaytracingQualityKeyword_Indirect.png.meta

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: NetteVI <nette.vi@gmail.com>
Co-authored-by: Vic Cooper <63712500+Vic-Cooper@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
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3 participants