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Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md
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@@ -28,6 +28,7 @@ These settings determine the method that the Cameras and Reflection Probes using
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| - **Depth Prepass within Deferred**| If you enable Decals then HDRP forces a depth prepass and you can not disable this feature. This feature fills the depth buffer with all Meshes, without rendering any color. It is an optimization option that depends on the Unity Project you are creating, meaning that you should measure the performance before and after you enable this feature to make sure it benefits your Project. This is only available if you set **Lit Shader Mode** to **Deferred**. |
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| - **Clear GBuffers**| Enable the checkbox to make HDRP clear GBuffers for Cameras using these Frame Settings. This is only available if you set **Lit Shader Mode** to **Deferred**. |
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| - **MSAA within Forward**| Enable the checkbox to enable MSAA for the rendering components using these Frame Settings. This is only available if you set **Lit Shader Mode** to **Forward**. |
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| - **Alpha To Mask** | Enable the checkbox to make HDRP render with **Alpha to Mask** Materials that have enabled it. This is only available if you enable **MSAA within Forward**.")]
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|**Opaque Objects**| Enable the checkbox to make HDRP render Materials that have their **Surface Type** set to **Opaque**. If you disable this settings, Cameras/Reflection Probes using these Frame Settings do not render any opaque GameObjects. |
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|**Transparent Objects**| Enable the checkbox to make HDRP render Materials that have their **Surface Type** set to **Transparent**. If you disable this setting, Cameras/Reflection Probes using these Frame Settings do not render any transparent GameObjects. |
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|**Decals**| Enable the checkbox to make HDRP process decals. Enable this on cameras that you want to render decals. |
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
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@@ -102,6 +102,9 @@ public enum FrameSettingsField
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/// <summary>When enabled, Cameras using these Frame Settings calculate MSAA when they render the Scene. Set Lit Shader Mode to Forward to access this option.</summary>
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[FrameSettingsField(0,displayedName:"MSAA within Forward",negativeDependencies:new[]{LitShaderMode},customOrderInGroup:3,tooltip:"When enabled, Cameras using these Frame Settings calculate MSAA when they render the Scene. Set Lit Shader Mode to Forward to access this option.")]
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MSAA=31,
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/// <summary>When enabled, Cameras using these Frame Settings use Alpha To Mask. Activate MSAA to access this option.</summary>
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[FrameSettingsField(0,displayedName:"Alpha To Mask",positiveDependencies:new[]{MSAA},customOrderInGroup:3,tooltip:"When enabled, Cameras using these Frame Settings use Alpha To Mask. Activate MSAA to access this option.")]
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AlphaToMask=56,
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/// <summary>When enabled, Cameras using these Frame Settings render opaque GameObjects.</summary>
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[FrameSettingsField(0,autoName:OpaqueObjects,customOrderInGroup:4,tooltip:"When enabled, Cameras using these Frame Settings render opaque GameObjects.")]
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OpaqueObjects=2,
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(uint)FrameSettingsField.SkyReflection,
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(uint)FrameSettingsField.DirectSpecularLighting,
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(uint)FrameSettingsField.RayTracing,
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(uint)FrameSettingsField.AlphaToMask,
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(uint)FrameSettingsField.ProbeVolume,
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}),
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lodBias=1,
@@ -730,6 +734,7 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c
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//MSAA only supported in forward
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// TODO: The work will be implemented piecemeal to support all passes
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