Skip to content

Commit f55be63

Browse files
authored
Merge pull request #8124 from Unity-Technologies/internal/2021.3/staging
Internal/2021.3/staging
2 parents b881bd6 + 75b078c commit f55be63

File tree

50 files changed

+2256
-45
lines changed

Some content is hidden

Large Commits have some content hidden by default. Use the searchbox below for content that may be hidden.

50 files changed

+2256
-45
lines changed

Packages/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -42,7 +42,7 @@ You can use AOVs to output the contribution from a selected list of [Lights](Lig
4242
## Custom Pass AOVs
4343
Finally, you can use AOVs to output the results of [custom passes](Custom-Pass.md). In particular, you can output the cumulative results of all custom passes that are active on every custom pass injection point. This can be useful to output arbitrary information that custom passes compute, such as the Object ID of the Scene GameObjects.
4444

45-
## Rendering Precission
45+
## Rendering precision
4646
By default AOVs are rendering at the precision and format selected in the HDRP asset. If the AOVRequest is configured with *SetOverrideRenderFormat* option set to true, then rendering will use the same precision as the user allocated AOV output buffer.
4747

4848
## Scripting API example

Packages/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md

Lines changed: 1 addition & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -15,7 +15,7 @@ You can use the **Volume Profiles** section to assign and edit a [Volume Profile
1515

1616
The **Default Volume Profile Asset** (A) references a Volume Profile in the HDRP package folder called `DefaultSettingsVolumeProfile` by default. Below it, you can add [Volume overrides](Volume-Components.md), and edit their properties. You can assign your own Volume Profile to this property field. Be aware that this property must always reference a Volume Profile. If you assign your own Volume Profile and then delete it, HDRP automatically re-assigns the `DefaultSettingsVolumeProfile` from the HDRP package folder.
1717

18-
The **LookDev Volume Profile Asset** (B) references the Volume Profile HDRP uses in the [LookDev window](Look-Dev.md). This Asset works in almost the same way as the Default Volume Profile Asset, except that it overrides [Visual Environment Components](Override-Visual-Environment.md) and sky components.![](Images/HDRPgs_Volume_Profiles.png)
18+
The **LookDev Volume Profile Asset** (B) references the Volume Profile HDRP uses in the [LookDev window](Look-Dev.md). This Asset works in almost the same way as the Default Volume Profile Asset, except it overrides [Visual Environment Components](Override-Visual-Environment.md) and sky components.
1919

2020
## Diffusion Profile Assets
2121

@@ -44,8 +44,6 @@ Use this section to select which custom post processing effect HDRP uses in the
4444

4545
HDRP provides one list for each post processing injection point. See the [Custom Post Process](Custom-Post-Process.md) documentation for more details.
4646

47-
![](Images/HDRPgs_Custom_PP.png)
48-
4947
## Miscellaneous
5048

5149
| **Property** | **Description** |

Packages/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -48,7 +48,7 @@ Forward and Deferred rendering both implement the same features, but the quality
4848

4949
## Differences between Forward and Deferred rendering in HDRP
5050

51-
| **Feature** | **Forward Rendering** | **Defferred** |
51+
| **Feature** | **Forward Rendering** | **Deferred** |
5252
|---|---|---|
5353
| **Normal shadow bias** | HDRP uses the geometric normal (the vertex normal) of the Material for shadow bias, so Forward Rendering produces fewer shadow artifacts. | HDRP uses the pixel normal of the Material for shadow bias, so Deferred Rendering produces more shadow artifacts. |
5454
| **Emissive Color** | Ambient Occlusion doesn't affect Emissive Color. | Ambient Occlusion affects Emissive Color due to technical constraints. |

Packages/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -2,8 +2,6 @@
22

33
Frame Settings are settings HDRP uses to render Cameras, real-time, baked, and custom reflections. You can set the default values for Frame Settings for each of these three individually from within the [HDRP Global Settings](Default-Settings-Window.md) tab (menu: **Edit** > **Project Settings** > **Graphics** > **HDRP Global Settings**).
44

5-
![](Images/FrameSettings1.png)
6-
75
To make Cameras and Reflection Probes use their respective default values for Frame Settings, disable the **Custom Frame Settings** checkbox under the **General** settings of Cameras or under **Capture Settings** of Reflection Probes.
86

97
You can override the default value of a Frame Setting on a per component basis. Enable the **Custom Frame Settings** checkbox to set specific Frame Settings for individual Cameras and Reflection Probes. This exposes the Frame Settings Override which gives you access to the same settings as within the HDRP Global Settings. Edit the settings within the Frame Settings Override to create a Frame Settings profile for an individual component.

Packages/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -21,6 +21,8 @@ This section includes all the menu items under the **Edit > Rendering > Decal La
2121

2222
This section includes all the menu items under the **Edit > Rendering > Materials** menu fold-out.
2323

24+
For more information, refer to [Convert materials and shaders](convert-from-built-in-convert-materials-and-shaders).
25+
2426
| **Item** | **Description** |
2527
| ----------------------------------------------- | ------------------------------------------------------------ |
2628
| **Upgrade HDRP Materials to Latest Version** | Upgrades all HDRP Materials in the project to the latest version. This is useful if HDRP's automatic Material upgrade process fails to upgrade a Material. |

Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -19,8 +19,6 @@ The property to enable in your Frame Settings is: **Lighting > Contact Shadows**
1919

2020
You can enable Contact Shadows on a per Light basis for Directional, Point, and Spot Lights. Tick the **Enable** checkbox under the **Contact Shadows** drop-down in the **Shadows** section of each Light to indicate that HDRP should calculate Contact Shadows for that Light.
2121

22-
Only one Light can cast Contact Shadows at a time. This means that, if you have more than one Light that casts Contact Shadows visible on the screen, only the dominant Light renders Contact Shadows. HDRP chooses the dominant Light using the screen space size of the Light’s bounding box. A Directional Light that casts Contact Shadows is always the dominant Light.
23-
2422
**Note**: A Light casts Contact Shadows for every Mesh Renderer that uses a Material that writes to the depth buffer. This is regardless of whether you enable or disable the **Cast Shadows** property on the Mesh Renderer. This means that you can disable **Cast Shadows** on small GameObjects/props and still have them cast Contact Shadows. This is good if you do not want HDRP to render these GameObjects in shadow maps. If you do not want this behavior, use Shader Graph to author a Material that does not write to the depth buffer.
2523

2624
[!include[](snippets/volume-override-api.md)]

Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,8 @@
11
# Micro Shadows
22

3-
Micro shadows are shadows that the High Definition Render Pipeline (HDRP) simulates for small details embedded in the Material of a GameObject, but not in its Mesh geometry. HDRP uses the details from the normal map and the ambient occlusion map to estimate the shadows those maps would cast if they were Meshes.
3+
Micro shadows are shadows that the High Definition Render Pipeline (HDRP) simulates for small details embedded in the Material of a GameObject, but not in its Mesh geometry.
4+
5+
HDRP uses the details from the normal map, the ambient occlusion map, and specular occlusion to estimate the shadows those details would cast if they were meshes.
46

57
In this image, the different layers of details in the Material shadow each other.
68

Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Volumetric-Clouds.md

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -19,7 +19,7 @@ Using these three things, HDRP generates volumetric clouds in a two-step process
1919

2020
[!include[](snippets/Volume-Override-Enable-Override.md)]
2121

22-
* In your [HDRP Asset](HDRP Asset) go to **Lighting > Volumetrics > Volumetric Clouds**.
22+
* In your [HDRP Asset](HDRP-Asset.md) go to **Lighting > Volumetrics > Volumetric Clouds**.
2323

2424
* In your [Frame Settings](Frame-Settings.md) go to **Lighting > Volumetric Clouds**.
2525

@@ -126,6 +126,7 @@ When importing these two map Textures, disable **sRGB**. For best results, do no
126126
| -------------------------------- | ------------------------------------------------------------ |
127127
| **Temporal Accumulation Factor** | The amount of temporal accumulation to apply to the clouds. Temporal accumulation increases the visual quality of clouds by decreasing the noise. A higher value produces better quality clouds, but can create [ghosting](Glossary.md#ghosting). |
128128
| **Ghosting Reduction** | When you enable this property, HDRP removes the ghosting caused by temporal accumulation. This effect might cause a flickering effect when the **Temporal Accumulation Factor** value is low. |
129+
| **Perceptual Blending** | Blend the clouds with the environment. This might cause artifacts if the sky is overexposed. This setting only has an effect when you disable multi-sample antialiasing (MSAA). |
129130
| **Num Primary Steps** | The number of steps to use to evaluate the clouds' transmittance. Higher values linearly increase the resource intensity of the effect. |
130131
| **Num Light Steps** | The number of steps to use to evaluate the clouds' lighting. Higher values exponent increase the resource intensity of the effect. |
131132

Packages/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -33,8 +33,6 @@ For more information, see [System requirements for Unity](https://docs.unity3d.c
3333
HRDP is only compatible with the following platforms:
3434

3535
- Windows and Windows Store, with DirectX 11 or DirectX 12 and Shader Model 5.0
36-
- Google
37-
- Stadia
3836
- Sony
3937
- PlayStation 4
4038
- PlayStation 5

Packages/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-To-HDRP.md

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -43,6 +43,7 @@ To upgrade the Materials in your Scene to HDRP-compatible Materials:
4343
The automatic upgrade options described above can't upgrade all Materials to HDRP correctly:
4444

4545
* You can't automatically upgrade custom Materials or Shaders to HDRP. You must [convert custom Materials and Shaders manually](#ManualConversion).
46+
* HDRP can only convert materials from the **Assets** folder of your project. HDRP uses the [error shader](xref:shader-error) for GameObjects that use the default read-only material from the Built-In Render Pipeline, for example [primitives](xref:um-primitive-objects).
4647
* Height mapped Materials might look incorrect. This is because HDRP supports more height map displacement techniques and decompression options than the Built-in Render Pipeline. To upgrade a Material that uses a heightmap, modify the Material's **Amplitude** and **Base** properties until the result more closely matches the Built-in Render Pipeline version.
4748
* You can't upgrade particle shaders. HDRP doesn't support particle shaders, but it does provide Shader Graphs that are compatible with the [Built-in Particle System](https://docs.unity3d.com/Manual/Built-inParticleSystem.html). These Shader Graphs work in a similar way to the built-in particle shaders. To use these Shader Graphs, import the **Particle System Shader Samples** sample:
4849

0 commit comments

Comments
 (0)