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svc-reach-platform-supportEvergreen
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[Port] [6000.0] Fix typo in APV tool tip.
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Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs

Lines changed: 2 additions & 2 deletions
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@@ -55,8 +55,8 @@ internal static class Styles
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public static readonly GUIContent lightProbeSystemContent = EditorGUIUtility.TrTextContent("Light Probe System", "What system to use for Light Probes.");
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public static readonly GUIContent probeVolumeMemoryBudget = EditorGUIUtility.TrTextContent("Memory Budget", "Determines the width and height of the 3D textures used to store lighting data from probes. Depth is fixed.");
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public static readonly GUIContent probeVolumeBlendingMemoryBudget = EditorGUIUtility.TrTextContent("Blending Memory Budget", "Determines the width and height of the 3D textures used to store light scenario blending data from probes. Depth is fixed.");
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public static readonly GUIContent supportProbeVolumeGPUStreaming = EditorGUIUtility.TrTextContent("Enable GPU Streaming", "Enable steaming of Cells for Adaptive Probe Volumes.");
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public static readonly GUIContent supportProbeVolumeDiskStreaming = EditorGUIUtility.TrTextContent("Enable Disk Streaming", "Enable steaming of Cells from disk for Adaptive Probe Volumes.");
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public static readonly GUIContent supportProbeVolumeGPUStreaming = EditorGUIUtility.TrTextContent("Enable GPU Streaming", "Enable streaming of Cells for Adaptive Probe Volumes.");
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public static readonly GUIContent supportProbeVolumeDiskStreaming = EditorGUIUtility.TrTextContent("Enable Disk Streaming", "Enable streaming of Cells from disk for Adaptive Probe Volumes.");
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public static readonly GUIContent supportProbeVolumeScenarios = EditorGUIUtility.TrTextContent("Enable Lighting Scenarios", "Enable Lighting Scenario Baking for Adaptive Probe Volumes.");
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public static readonly GUIContent supportProbeVolumeScenarioBlending = EditorGUIUtility.TrTextContent("Enable Lighting Scenario Blending", "Enable Lighting Scenario Blending for Adaptive Probe Volumes.\nNote: Lighting Scenario Blending requires Compute Shader support.");
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public static readonly GUIContent probeVolumeSHBands = EditorGUIUtility.TrTextContent("SH Bands", "The number of Spherical Harmonic bands used by Adaptive Probe Volumes to store lighting data. Choosing L2 provides better quality but with higher memory and runtime costs.");

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