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Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Diffusion-Profile.md
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# Diffusion Profile
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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.
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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.
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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.
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To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffusion Profile__.
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* To use it by default, open your HDRP Asset and, in the **Material** section, add it to the __Diffusion Profile List__.
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* 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** .
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## Properties
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| Property| Description |
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|:---|:---|
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## Subsurface Scattering only
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###Subsurface Scattering only
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| Property| Description |
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|:---|:---|
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|**Texturing Mode**| Use the drop-down to select when HDRP applies the albedo of the Material.<br />•**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 />•**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. |
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## Transmission only
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###Transmission only
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| Property| Description |
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|:---|:---|
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Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md
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# Diffusion Profile Override
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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).
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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).
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Subsurface-Scattering.md
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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:
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*__Subsurface Scattering__ implements both the screen-space blur effect and transmission (you can disable the latter)
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*__Subsurface Scattering__ implements both the screen-space blur effect and transmission (you can disable the latter).
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*__Translucent__ only models transmission.
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## Enabling Subsurface Scattering
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To enable subsurface scattering in your [HDRP Asset](HDRP-Asset.html):
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To enable subsurface scattering in your [HDRP Asset](HDRP-Asset.md):
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- In the HDRP Asset’s Inspector window, navigate to the __Material__ section and enable the __Subsurface Scattering__ checkbox.
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- 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.
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- Within the __HDRP Asset__, locate the __Default Frame Settings__. Under the __Lighting__section, enable __Subsurface Scattering__ and __Transmission__.
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1. In the HDRP Asset’s Inspector window, go to the __Material__ section and enable the __Subsurface Scattering__ checkbox.
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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.
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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__.
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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.
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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.
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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.
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For information on how to create and use a Diffusion Profile, see the [Diffusion Profile documentation](Diffusion-Profile.md)
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## Adding Subsurface Scattering to your Material
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### Customizing Subsurface Scattering behavior
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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).
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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).
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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.
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Volumetric-Lighting.md
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## Enabling Volumetric Lighting
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To toggle and customize Volumetric Lighting in an [HDRP Asset](HDRP-Asset.html):
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To enable and customize Volumetric Lighting in an [HDRP Asset](HDRP-Asset.md):
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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.
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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.
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3. In the **Default Frame Settings** section, under the **Lighting** subsection, make sure you enable **Fog** and **Volumetric** if they are not already.
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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.
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1. Select an HDRP Asset in your Unity Project and view it in the Inspector. In the **Lighting** section, enable the **Volumetrics** checkbox.
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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.
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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.
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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.
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## Notes
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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.
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