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* Current LOD bias and max values for scene view rendering is now using the default frame settings. This makes LODGroup UI consistent with what is happening on screen.
* LOD Meshes are now properly stripped depending on the Max LOD value stored in all HDRP assets of a build.
* Added a section about LOD management in the feature comparison with builtin to explain the differences and that the QualitySettings lod APIs aren't supported anymore.
* Update changelog
* Updated doc with review feedback.
Co-authored-by: sebastienlagarde <[email protected]>
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md
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@@ -210,6 +210,13 @@ The tables that follow provide an overview of the **Features** that the High Def
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| Hair | Not supported | Yes |
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| Fabric | Not supported | Yes |
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## LOD Management
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In the Built-in Render Pipeline, you manage levels of detail (LOD) from the QualitySettings. Each quality setting defines a LOD Bias and a Maximum LOD value. As such, they are global to the quality setting and you cannot change them on a per camera basis. In HDRP, there are scalability settings that allow you to change the LOD settings per camera by using either predetermined values contained in the HDRP Asset of the current quality level or overridden values. For more information, see [HDRP Asset](HDRP-Asset.md) and [Frame Settings](Frame-Settings.md).
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Managing LOD in this way has two consequences:
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- Default LOD settings for a quality level are now stored in the HDRP Asset instead of the Quality Settings.
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- Built-in APIs such as QualitySettings.lodBias or QualitySettings.maximumLODLevel no longer work. Instead, you need to change these properties through the camera Frame Settings. If you use the Built-in APIs, they have no effect at all.
stringmsg="The platform "+report.summary.platform.ToString()+" with the graphic API "+unsupportedGraphicDevice+" is not supported with High Definition Render Pipeline";
stringmsg="The platform "+report.summary.platform.ToString()+" with the graphic API "+unsupportedGraphicDevice+" is not supported with High Definition Render Pipeline";
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// Throw an exception to stop the build
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thrownewBuildFailedException(msg);
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// Throw an exception to stop the build
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thrownewBuildFailedException(msg);
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}
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// Update all quality levels with the right max lod so that meshes can be stripped.
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// We don't take lod bias into account because it can be overridden per camera.
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