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Copy file name to clipboardExpand all lines: Editor/Mono/ImportSettings/TextureImporterInspector.cs
+1-1Lines changed: 1 addition & 1 deletion
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@@ -353,7 +353,7 @@ internal class Styles
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};
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publicreadonlyGUIContentspriteGenerateFallbackPhysicsShape=EditorGUIUtility.TrTextContent("Generate Physics Shape","Generates a default physics shape from the outline of the Sprite/s when a physics shape has not been set in the Sprite Editor.");
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publicreadonlyGUIContentalphaIsTransparency=EditorGUIUtility.TrTextContent("Alpha Is Transparency","If the provided alpha channel is transparency, enable this to pre-filter the color to avoid texture filtering artifacts. This is not supported for HDR textures.");
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publicreadonlyGUIContentalphaIsTransparency=EditorGUIUtility.TrTextContent("Alpha Is Transparency","If the alpha channel of your texture represents transparency, enable this property to dilate the color channels of visible texels into fully transparent areas. This effectively adds padding around transparent areas that prevents filtering artifacts from forming on their edges. Unity does not support this property for HDR textures. \n\nThis property makes the color data of invisible texels undefined. Disable this property to preserve invisible texels' original color data.");
publicstaticGUIContentuseLegacyProbeSampleCount=EditorGUIUtility.TrTextContent("Use legacy Light Probe sample counts","Uses fixed Light Probe sample counts for baking with the Progressive Lightmapper. The sample counts are: 64 direct samples, 2048 indirect samples and 2048 environment samples.");
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publicstaticGUIContentenableCookiesInLightmapper=EditorGUIUtility.TrTextContent("Enable baked cookies support","Determines whether cookies should be evaluated by the Progressive Lightmapper during Global Illumination calculations. Introduced in version 2020.1. ");
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publicstaticGUIContentenableEnlightenLightmapping=EditorGUIUtility.TrTextContent("Enable Enlighten for Baked GI (Legacy)","Enable the Enlighten backend for Baked GI lightmaps. This is a deprecated feature that is no longer available in 2023.1 and later.");
publicstaticreadonlyGUIContentspriteMaxCacheSize=EditorGUIUtility.TrTextContent("Max SpriteAtlas Cache Size (GB)","The size of the Sprite Atlas Cache folder will be kept below this maximum value when possible. Change requires Editor restart.");
@@ -260,7 +259,6 @@ public PopupElement(string id, string content)
publicstaticreadonlyGUIContentedgeStitchingContent=EditorGUIUtility.TrTextContent("Edge Stitching","If enabled, ensures that UV charts (aka UV islands) in the generated lightmaps blend together where they meet so there is no visible seam between them.");
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publicstaticreadonlyGUIContentsystemTagContent=EditorGUIUtility.TrTextContent("System Tag","Systems are groups of objects whose lightmaps are in the same atlas. It is also the granularity at which dependencies are calculated. Multiple systems are created automatically if the scene is big enough, but it can be helpful to be able to split them up manually for e.g. streaming in sections of a level. The system tag lets you force an object into a different realtime system even though all the other parameters are the same.");
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publicstaticreadonlyGUIContentbakedGIContent=EditorGUIUtility.TrTextContent("Baked Global Illumination","Settings used in Baked Global Illumination where direct and indirect lighting for static objects is precalculated and saved (baked) into lightmaps for use at runtime. This is useful when lights are known to be static, for mobile, for low end devices and other situations where there is not enough processing power to use Precomputed Realtime GI. You can toggle on each light whether it should be included in the bake.");// Reuse the label from the Lighting window
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publicstaticreadonlyGUIContentblurRadiusContent=EditorGUIUtility.TrTextContent("Blur Radius","The radius (in texels) of the post-processing filter that blurs baked direct lighting. This reduces aliasing artefacts and produces softer shadows.");
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publicstaticreadonlyGUIContentantiAliasingSamplesContent=EditorGUIUtility.TrTextContent("Anti-aliasing Samples","The maximum number of times to supersample a texel to reduce aliasing. Progressive lightmapper supersamples the positions and normals buffers (part of the G-buffer) and hence the sample count is a multiplier on the amount of memory used for those buffers. Progressive lightmapper clamps the value to the [1;16] range.");
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publicstaticreadonlyGUIContentdirectLightQualityContent=EditorGUIUtility.TrTextContent("Direct Light Quality","The number of rays used for lights with an area. Allows for accurate soft shadowing.");
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publicstaticreadonlyGUIContentbakedAOContent=EditorGUIUtility.TrTextContent("Ambient Occlusion","Settings used in Baked Ambient Occlusion, where the information on dark corners and crevices in static geometry is baked. It is multiplied by indirect lighting when compositing the baked lightmap.");
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publicstaticreadonlyGUIContentaoQualityContent=EditorGUIUtility.TrTextContent("Quality","The number of rays to cast for computing ambient occlusion.");
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publicstaticreadonlyGUIContentaoAntiAliasingSamplesContent=EditorGUIUtility.TrTextContent("Anti-aliasing Samples","The maximum number of times to supersample a texel to reduce aliasing in ambient occlusion.");
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publicstaticreadonlyGUIContentisTransparent=EditorGUIUtility.TrTextContent("Is Transparent","If enabled, the object appears transparent during GlobalIllumination lighting calculations. Backfaces are not contributing to and light travels through the surface. This is useful for emissive invisible surfaces.");
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publicstaticreadonlyGUIContentpushoffContent=EditorGUIUtility.TrTextContent("Pushoff","The amount to push off geometry for ray tracing, in modelling units. It is applied to all baked light maps, so it will affect direct light, indirect light and AO. Useful for getting rid of unwanted AO or shadowing.");
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publicstaticreadonlyGUIContentbakedLightmapTagContent=EditorGUIUtility.TrTextContent("Baked Tag","An integer that lets you force an object into a different baked lightmap even though all the other parameters are the same. This can be useful e.g. when streaming in sections of a level.");
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