Skip to content

Commit 21ccf27

Browse files
JordanL8sebastienlagarde
authored andcommitted
Hdrp/docs/volumetric lighting format fix (#628)
* Updated volumetric lighting and subsurface scattering docs * Update Override-Diffusion-Profile.md
1 parent 6d1b966 commit 21ccf27

File tree

6 files changed

+24
-27
lines changed

6 files changed

+24
-27
lines changed

com.unity.render-pipelines.high-definition/Documentation~/Diffusion-Profile.md

Lines changed: 10 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1,8 +1,13 @@
11
# Diffusion Profile
22

3-
The High Definition Render Pipeline (HDRP) stores most [subsurface scattering](Subsurface-Scattering.html) settings in a __Diffusion Profile__ Asset. You can assign a __Diffusion Profile__ Asset directly to Materials that use Subsurface Scattering.
3+
The High Definition Render Pipeline (HDRP) stores most [subsurface scattering](Subsurface-Scattering.md) settings in a __Diffusion Profile__ Asset. You can assign a __Diffusion Profile__ Asset directly to Materials that use Subsurface Scattering.
44

5-
To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffusion Profile__. To use it, open your HDRP Asset and add it to the __Diffusion Profile List__ property.
5+
To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffusion Profile__.
6+
7+
* To use it by default, open your HDRP Asset and, in the **Material** section, add it to the __Diffusion Profile List__.
8+
* To use it in a particular [Volume](Volumes.md), select a Volume with a [Diffusion Profile Override](Override-Diffusion-Profile.md) and add it to the **Diffusion Profile List** .
9+
10+
## Properties
611

712
| Property| Description |
813
|:---|:---|
@@ -14,15 +19,15 @@ To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffu
1419

1520

1621

17-
## Subsurface Scattering only
22+
### Subsurface Scattering only
1823

1924
| Property| Description |
2025
|:---|:---|
2126
| **Texturing Mode** | Use the drop-down to select when HDRP applies the albedo of the Material.<br />&#8226; **Post-Scatter**: HDRP applies the albedo to the Material after the subsurface scattering pass pass. This means that the contents of the albedo texture are not blurred. Use this mode for scanned data and photographs that already contain some blur due to subsurface scattering. <br />&#8226; **Pre- and Post-Scatter**: Albedo is partially applied twice, before and after the subsurface scattering pass pass. Effectively, this blurs the albedo, resulting in a softer, more natural look. |
2227

2328

2429

25-
## Transmission only
30+
### Transmission only
2631

2732
| Property| Description |
2833
|:---|:---|
@@ -33,7 +38,7 @@ To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffu
3338

3439

3540

36-
## Profile Previews
41+
### Profile Previews
3742

3843
| Property| Description |
3944
|:---|:---|

com.unity.render-pipelines.high-definition/Documentation~/Images/VolumetricLighting1.png

Lines changed: 0 additions & 3 deletions
This file was deleted.

com.unity.render-pipelines.high-definition/Documentation~/Images/VolumetricLighting2.png

Lines changed: 0 additions & 3 deletions
This file was deleted.

com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,6 @@
11
# Diffusion Profile Override
22

3-
The High Definition Render Pipeline (HDRP) allows you to use up to 15 [Diffusion Profiles](Diffusion-Profile.html) in view at the same time. To use more than 15 Diffusion Profiles in a Scene, you can use the **Diffusion Profile Override** inside a [Volume](Volumes.html). This allows you to specify which Diffusion Profile to use in a certain area (or in the Scene if the Volume is global).
3+
The High Definition Render Pipeline (HDRP) allows you to use up to 15 custom [Diffusion Profiles](Diffusion-Profile.md) in view at the same time. To use more than 15 custom Diffusion Profiles in a Scene, you can use the **Diffusion Profile Override** inside a [Volume](Volumes.md). This allows you to specify which Diffusion Profiles to use in a certain area (or in the Scene if the Volume is global).
44

55
## Using a Diffusion Profile Override
66

com.unity.render-pipelines.high-definition/Documentation~/Subsurface-Scattering.md

Lines changed: 8 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -4,20 +4,20 @@ __Subsurface Scattering__ handles light that penetrates and moves within the are
44

55
Subsurface scattering also handles the light that penetrates GameObjects from behind and makes those GameObjects look transparent. For certain types of objects, the screen-space blur effect may not make a large visual difference. Therefore, HDRP implements two material types:
66

7-
* __Subsurface Scattering__ implements both the screen-space blur effect and transmission (you can disable the latter)
7+
* __Subsurface Scattering__ implements both the screen-space blur effect and transmission (you can disable the latter).
88
* __Translucent__ only models transmission.
99

1010
## Enabling Subsurface Scattering
1111

12-
To enable subsurface scattering in your [HDRP Asset](HDRP-Asset.html):
12+
To enable subsurface scattering in your [HDRP Asset](HDRP-Asset.md):
1313

14-
- In the HDRP Asset’s Inspector window, navigate to the __Material__ section and enable the __Subsurface Scattering__ checkbox.
15-
- When you enable the __Subsurface Scattering__ checkbox, HDRP displays the __High Quality__ option. You can Enable the checkbox to increase the sample count and reduce the amount of visual noise the blur pass can cause by undersampling. Note that this is around two and a half times more resource intensive than the default quality.
16-
- Within the __HDRP Asset__, locate the __Default Frame Settings__. Under the __Lighting__ section, enable __Subsurface Scattering__ and __Transmission__.
14+
1. In the HDRP Asset’s Inspector window, go to the __Material__ section and enable the __Subsurface Scattering__ checkbox.
15+
2. When you enable the __Subsurface Scattering__ checkbox, HDRP displays the __High Quality__ option. You can Enable this option to increase the sample count and reduce the amount of visual noise the blur pass can cause by under sampling. Note that this is around two and a half times more resource intensive than the default quality.
16+
3. Go to **Edit > Project Settings > HDRP Default Settings** and, in the **Default Frame Settings** section, under the __Lighting__ subsection, enable __Subsurface Scattering__ and __Transmission__.
1717

18-
HDRP stores most subsurface scattering settings in a [Diffusion Profile Settings](Diffusion-Profile.html) Asset. The __Diffusion Profile List Asset__ contains a set of 15 Diffusion Profiles you can edit and later assign to your Materials.
18+
HDRP stores most subsurface scattering settings in a [Diffusion Profile](Diffusion-Profile.md). HDRP supports up to 15 custom Diffusion Profiles in view at the same time, but you can override which Diffusion Profiles HDRP uses and thus use as many Diffusion Profiles as you want throughout your project. To do this, use the [Diffusion Profile Override](Override-Diffusion-Profile.md) in the [Volume](Volumes.md) system. This [override](Volume-Components.md) lets you specify 15 custom Diffusion Profiles which HDRP can use for a Camera within the override's Volume.
1919

20-
To create a Diffusion Profile Asset, navigate to __Assets > Create > Rendering > Diffusion Profile Settings__. To use it, open your HDRP Asset and assign the new Diffusion Profile Asset to the __Diffusion Profile List__ property.
20+
For information on how to create and use a Diffusion Profile, see the [Diffusion Profile documentation](Diffusion-Profile.md)
2121

2222
## Adding Subsurface Scattering to your Material
2323

@@ -27,6 +27,6 @@ For the __Subsurface Scattering__ material type, uncheck the __Transmission__ ch
2727

2828
### Customizing Subsurface Scattering behavior
2929

30-
When you select __Subsurface Scattering__ or __Translucent__ from the __Material Type__ drop-down, Unity exposes several new properties in the Material UI. For information on how to use these properties to customize the behavior of the subsurface scattering effect, see the [Material Type documentation](Material-Type.html).
30+
When you select __Subsurface Scattering__ or __Translucent__ from the __Material Type__ drop-down, Unity exposes several new properties in the Material UI. For information on how to use these properties to customize the behavior of the subsurface scattering effect, see the [Material Type documentation](Material-Type.md).
3131

3232
You can learn more about HDRP’s implementation in our [Efficient Screen-Space Subsurface Scattering](http://advances.realtimerendering.com/s2018/Efficient%20screen%20space%20subsurface%20scattering%20Siggraph%202018.pdf) presentation.

com.unity.render-pipelines.high-definition/Documentation~/Volumetric-Lighting.md

Lines changed: 5 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -4,14 +4,12 @@ The High Definition Render Pipeline (HDRP) includes a volumetric lighting system
44

55
## Enabling Volumetric Lighting
66

7-
To toggle and customize Volumetric Lighting in an [HDRP Asset](HDRP-Asset.html):
7+
To enable and customize Volumetric Lighting in an [HDRP Asset](HDRP-Asset.md):
88

9-
1. Open an HDRP Asset in your Unity Project and view it in the Inspector. Enable the **Volumetrics** checkbox in the **Lighting** section to enable Volumetric Lighting.
10-
![](Images/VolumetricLighting1.png)
11-
2. If you want to increase the resolution of the volumetrics, enable the **High Quality** checkbox. Volumetric lighting is an expensive effect, and this option can potentially increase the cost of volumetric lighting by up to eight times.
12-
3. In the **Default Frame Settings** section, under the **Lighting** subsection, make sure you enable **Fog** and **Volumetric** if they are not already.
13-
![](Images/VolumetricLighting2.png)
14-
4. If you want to enable reprojection support, check **Reprojection**. This option improves the lighting quality in the Scene by taking previous frames into account when calculating the lighting for the current frame. Currently, this option is not compatible with dynamic lights, so you may encounter ghosting artifacts behind moving Lights. Additionally, using high values for **Global Anisotropy** in the [Fog](Override-Fog.html) Volume override may cause flickering Shadows.
9+
1. Select an HDRP Asset in your Unity Project and view it in the Inspector. In the **Lighting** section, enable the **Volumetrics** checkbox.
10+
2. If you want to increase the resolution of the volumetrics, enable the **High Quality** checkbox. Volumetric lighting is a resource intensive effect and this option can potentially increase the resource intensity by up to eight times.
11+
3. Go to **Edit > Project Settings > HDRP Default Settings** and, in the **Default Frame Settings** section, under the **Lighting** subsection, make sure you enable **Fog** and **Volumetrics** if they are not already.
12+
4. Still in **Default Frame Settings**, if you want to enable reprojection support, enable **Reprojection**. This option improves the lighting quality in the Scene by taking previous frames into account when calculating the lighting for the current frame. Currently, this option is not compatible with dynamic lights, so you may encounter ghosting artifacts behind moving Lights. Additionally, using high values for **Anisotropy** in the [Fog](Override-Fog.md) Volume override may cause flickering Shadows.
1513

1614
## Notes
1715
Volumetric fog does not work for Cameras that use oblique projection matrices. If you want a Camera to render volumetric fog, do not assign an off-axis projection to it.

0 commit comments

Comments
 (0)