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Change subsurface to transmission to reflect what it does better
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Xiexe committed Apr 22, 2020
1 parent bf78f6a commit 32de4fa
Showing 1 changed file with 6 additions and 6 deletions.
12 changes: 6 additions & 6 deletions Editor/XSToonInspector.cs
Original file line number Diff line number Diff line change
Expand Up @@ -425,16 +425,16 @@ private void DrawRimlightSettings(MaterialEditor materialEditor)

private void DrawTransmissionSettings(MaterialEditor materialEditor)
{
showSubsurface = XSStyles.ShurikenFoldout("Subsurface Scattering", showSubsurface);
showSubsurface = XSStyles.ShurikenFoldout("Transmission", showSubsurface);
if (showSubsurface)
{
materialEditor.TexturePropertySingleLine(new GUIContent("Thickness Map", "Thickness Map, used to mask areas where subsurface can happen"), _ThicknessMap);
materialEditor.TexturePropertySingleLine(new GUIContent("Thickness Map", "Thickness Map, used to mask areas where transmission can happen"), _ThicknessMap);
materialEditor.TextureScaleOffsetProperty(_ThicknessMap);
materialEditor.ShaderProperty(_UVSetThickness, new GUIContent("UV Set", "The UV set to use for the Thickness Map"), 2);
XSStyles.constrainedShaderProperty(materialEditor, _SSColor, new GUIContent("Subsurface Color", "Subsurface Scattering Color"), 2);
materialEditor.ShaderProperty(_SSDistortion, new GUIContent("Subsurface Distortion", "How much the subsurface should follow the normals of the mesh and/or normal map."), 2);
materialEditor.ShaderProperty(_SSPower, new GUIContent("Subsurface Power", "Subsurface Power"), 2);
materialEditor.ShaderProperty(_SSScale, new GUIContent("Subsurface Scale", "Subsurface Scale"), 2);
XSStyles.constrainedShaderProperty(materialEditor, _SSColor, new GUIContent("Transmission Color", "Transmission Color"), 2);
materialEditor.ShaderProperty(_SSDistortion, new GUIContent("Transmission Distortion", "How much the Transmission should follow the normals of the mesh and/or normal map."), 2);
materialEditor.ShaderProperty(_SSPower, new GUIContent("Transmission Power", "Subsurface Power"), 2);
materialEditor.ShaderProperty(_SSScale, new GUIContent("Transmission Scale", "Subsurface Scale"), 2);
}
}

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