From 32de4fa138dea1708b11e092e99bcd652b7ba428 Mon Sep 17 00:00:00 2001 From: Xiexe Date: Wed, 22 Apr 2020 08:49:02 -0400 Subject: [PATCH] Change subsurface to transmission to reflect what it does better --- Editor/XSToonInspector.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/Editor/XSToonInspector.cs b/Editor/XSToonInspector.cs index 3268232..ca55133 100644 --- a/Editor/XSToonInspector.cs +++ b/Editor/XSToonInspector.cs @@ -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); } }