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Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Renderer-And-Material-Priority.md
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@@ -16,7 +16,7 @@ The resulting queue is a list of GameObjects that are first sorted by their Mate
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## Sorting by Material
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Materials with a **Transparent Surface Type** have a **Sorting Priority** property that you can use to sort groups of Meshes that use different Materials. This property is an integer value clamped between -100 and 100.
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Materials with a **Transparent Surface Type** have a **Sorting Priority** property that you can use to sort groups of Meshes that use different Materials. This property is an integer value clamped between -50 and 50.
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2021.1-to-2021.2.md
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@@ -17,3 +17,9 @@ ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil ad
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## HDRP Global Settings
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From 2021.2, the HDRP Asset assigned in the Graphics Settings no longer acts as the default Asset for HDRP. A new HDRP Global Settings Asset now exists to save settings unrelated to which HDRP Asset is active.
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## Materials
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### Transparent Surface Type
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From 2021.2, the range for **Sorting Priority** values has decreased from between -100 and 100 to between -50 and 50. If you used transparent materials (**Surface Type** set to **Transparent**) with a sorting priority lower than -50 or greater than 50, you must remap them to within the new range. HDRP does not clamp the Sorting Priority to the new range until you edit the Sorting Priority property.
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.universal/CHANGELOG.md
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@@ -33,6 +33,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Changed UniversalRenderPipelineCameraEditor to URPCameraEditor
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- Reduced the size of the fragment input struct of the TerrainLitPasses and LitGBufferPass, SimpleLitForwardPass and SimpleLitGBufferPass lighting shaders.
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- Bokeh Depth of Field performance improvement: moved some calculations from GPU to CPU.
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- Advanced Options > Priority has been renamed to Sorting Priority
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- Opacity as Density blending feature for Terrain Lit Shader is now disabled when the Terrain has more than four Terrain Layers. This is now similar to the Height-blend feature for the Terrain Lit Shader.
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- DepthNormals passes now sample normal maps if used on the material, otherwise output the geometry normal.
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- SSAO Texture is now R8 instead of ARGB32 if supported by the platform.
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