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com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/detail-inputs.md

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| **Offset** | The per-axis offset for the **Detail Map** UV. HDRP uses the **X** and **Y** values to offset the Texture assigned to the **Detail Map** across the Material’s surface, in object space. |
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| **Detail Albedo Scale** | Modules the albedo of the detail map (red channel) between 0 and 2. This is an overlay effect. The default value is 1 and applies no scale. |
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| **Detail Normal Scale** | Modulates the intensity of the detail normal map (green and alpha channel), between 0 and 2. The default value is 1 and applies no scale. |
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| **Detail Smoothness Scale** | Modulate the intensity of the detail smoothness map (blue channel) between 0 and 2. This is an overlay effect. The default value is 1 and applies no scale. |
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| **Detail Smoothness Scale** | Modulate the intensity of the detail smoothness map (blue channel) between 0 and 2. This is an overlay effect. The default value is 1 and applies no scale. |

com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/layer-list.md

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If you assign a Material made from a Shader Graph as a **Layer Material**, make sure the Reference of the properties matches the name of the corresponding properties in the LayeredLit Material.
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For an example of what this means, see **_BaseColorMap** in the screenshot below:
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![](../../Images/LayeredLit2.png)
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![](../../Images/LayeredLit2.png)

com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-inputs/layered-surface-inputs.md

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| **Main Layer Influence** | Enable the checkbox to allow the **Main Layer** to influence the albedo, normal, and height of **Layer 1**, **Layer 2**, and **Layer 3**. You can change the strength of the influence for each layer. |
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| **Use Height Based Blend** | Enable the checkbox to blend the layers with a heightmap. HDRP then evaluates the height of each layer to check whether to display that layer or the layer above. |
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| **Height Transition** | Use the slider to set the transition blend size between the Materials in each layer. |
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| **Lock Layers 123 Tiling With Object Scale** | Enable the checkbox to multiply the Material's tiling rate by the scale of the GameObject. This keeps the appearance of the heightmap consistent when you scale the GameObject. |
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| **Lock Layers 123 Tiling With Object Scale** | Enable the checkbox to multiply the Material's tiling rate by the scale of the GameObject. This keeps the appearance of the heightmap consistent when you scale the GameObject. |

com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/material-type-fabric.md

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<td>**Material Type**</td>
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<td>Specifies the type of Material the fabric Shader represents. The options are:<br/>&#8226; **Cotton Wool**: A variant inspired by the Imageworks’s cloth model.<br/>&#8226; **Silk**: A fabric variant based on an anisotropic DinseyGGX BRDF Model.</td>
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</tr>
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com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/tessellation-options.md

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| **End Fade Distance** | The maximum distance (in meters) to the Camera at which HDRP tessellates triangles. HDRP does not tessellate triangles at distances that are further from the Camera further than this distance. |
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| **Triangle Size** | The screen space size (in pixels) at which HDRP should subdivide a triangle. For example, if you set this value to **100**, HDRP subdivides triangles that take up 100 pixels. If you want HDRP to tessellate smaller triangles, and thus produce smoother geometry, set this to a lower value.<br/>Note: increasing the number of triangles that this Shader tessellates makes the effect more resource intensive to process. |
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| **Shape Factor** | To smooth the Mesh surface, Phong tessellation spherizes the Mesh. This property represents the strength of the spherization effect. If you do not want HDRP to spherize the Mesh, set this to **0**. If you want HDRP to fully spherize the Mesh, set this to **1**.<br/>This property only appears when you select **Phong** from **Tessellation Mode**. |
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| **Triangle Culling Epsilon** | Specifies how HDRP culls tessellated triangles. If you want to disable back-face culling, set this to **-1.0**. If you want more aggressive culling and better performance, set this to a higher value. |
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| **Triangle Culling Epsilon** | Specifies how HDRP culls tessellated triangles. If you want to disable back-face culling, set this to **-1.0**. If you want more aggressive culling and better performance, set this to a higher value. |

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