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Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Camera-Relative-Rendering.md
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## Using Camera-relative rendering
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Camera-relative rendering is enabled by default in the ShaderConfig.cs file (in your Project window go to **Packages > Runtime > ShaderLibrary** and click on **ShaderConfig.cs**). To disable this feature, set `CameraRelativeRendering` to `0`, and then generate Shader includes to update the ShaderConfig.cs.hlsl file (menu: **Edit > Render Pipeline** and click **Generate Shader Includes)**.
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Camera-relative rendering is enabled by default in the ShaderConfig.cs file (in your Project window go to **Packages > High Definition RP Config > Runtime > ShaderLibrary** and click on **ShaderConfig.cs**). To disable this feature, set `CameraRelativeRendering` to `0`, and then generate Shader includes to update the ShaderConfig.cs.hlsl file (menu: **Edit > Render Pipeline** and click **Generate Shader Includes)**.
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md
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# The High Definition Render Pipeline Asset
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The High Definition Render Pipeline (HDRP) Asset controls the global rendering settings of your Project and creates an instance of the rendering pipeline. A rendering pipeline instance contains intermediate resources and an implementation of the render pipeline.
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The High Definition Render Pipeline (HDRP) Asset controls the global rendering settings of your Project and creates an instance of the render pipeline.
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Unity does not allocate memory or build Shader variants for disabled features in your HDRP Asset. This means that you can disable settings that you are not using to save memory, but you can not enable disabled features at runtime. You can toggle enabled features at runtime on a per-Camera basis using [Frame-Settings](Frame-Settings.md).
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Unity only allocates memory and builds shader variants for features you enable in the HDRP Asset. This means that you can disable features your project does not use to save memory. Since certain features require shader variants or other resources when Unity builds your project, you can only enable and disable features at edit time. However, it is possible to toggle the rendering of particular features at runtime, just not using the HDRP Asset. Instead, [Frame-Settings](Frame-Settings.md) control the features that cameras in the scene render. Frame Settings can only toggle features that are enabled in the HDRP Asset; they cannot enable features that are disabled.
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<aname="CreatingAnHDRPAsset"></a>
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1. Navigate to **Edit > Project Settings > Player > Other Settings** and locate the **Color Space** property.
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2. Select **Linear** from the **Color Space** drop-down.
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You can create multiple HDRP Assets containing different settings. This is useful for Project that support multiple platforms, such as PC, Xbox One and PlayStation 4. In each HDRP Asset, you can change settings to suite the hardware of each platform and then assign the relevant one when building your Project for each platform.
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You can create multiple HDRP Assets containing different settings. This is useful for Project that support multiple platforms, such as PC, Xbox One and PlayStation 4. In each HDRP Asset, you can change settings to suite the hardware of each platform and then assign the relevant one when building your Project for each platform. For more information on using creating HDRP Assets to target different platforms, see [Scalability in HDRP](Scalability-Manual.md).
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To change the HDRP Asset your render pipeline uses, either manually select an HDRP Asset in the Graphics Settings window (as shown above), or use the GraphicsSettings.renderPipelineAsset property via script.
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To change which HDRP Asset your render pipeline uses, either manually select an HDRP Asset in the Graphics Settings window (as shown above), or use the GraphicsSettings.renderPipelineAsset property via script.
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When you create an HDRP Asset, open it in the Inspector to edit its properties.
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|**Screen Space Reflection**| Enable the checkbox to make HDRP support [screen space reflection](https://docs.unity3d.com/Manual/PostProcessing-ScreenSpaceReflection.html). SSR is a technique for calculating reflections by reusing screen space data. |
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|**- Transparent**| Enable the checkbox to make HDRP support [screen space reflection](https://docs.unity3d.com/Manual/PostProcessing-ScreenSpaceReflection.html) on transparent materials.|
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|**Reflection and Planar Probes Format**| Color format used for reflection and planar probes. |
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|**- Transparent**| Enable the checkbox to make HDRP support [screen space reflection](https://docs.unity3d.com/Manual/PostProcessing-ScreenSpaceReflection.html) on transparent materials.|
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|**Reflection and Planar Probes Format**| Color format used for reflection and planar probes. |
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|**Compress Reflection Probe Cache**| Enable the checkbox to compress the [Reflection Probe](Reflection-Probe.md) cache in order to save space on disk. |
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|**Reflection Cubemap Size**| Use the drop-down to select the maximum resolution of individual Reflection Probe[](https://docs.unity3d.com/Manual/class-Cubemap.html)[cubemaps](https://docs.unity3d.com/Manual/class-Cubemap.html). |
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|**Probe Cache Size**| The maximum size of the Probe Cache. Defines how many Probe cube maps HDRP can save in cache. |
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|**Planar Reflection Atlas Size**| Use the drop-down to select the resolution of the planar probe atlas. It defines how many reflection probe you'll be able to render at once and at which resolution. |
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|****Planar Resolution Tiers****||
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|**- L**| Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **Low** use this resolution for their planar reflection. |
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|**- M**| Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **Medium** use this resolution for their planar reflection. |
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|**- H**| Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **High** use this resolution for their planar reflection. |
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|***Planar Resolution Tiers***||
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|**- L**| Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **Low** use this resolution for their planar reflection. |
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|**- M**| Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **Medium** use this resolution for their planar reflection. |
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|**- H**| Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **High** use this resolution for their planar reflection. |
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|**Max Planar Reflection On Screen**| The maximum number of planar reflections on screen at once. |
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|**Maximum Environment Lights on Screen**| The maximum number of environment Lights HDRP can manage on screen at once. |
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md
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# HD Camera
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# HDRP Camera
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Cameras capture and display your world to the user. Customize and manipulate your Cameras to present your Unity Project however you like. You can use an unlimited number of Cameras in a Scene and set them to render in any order, at any position on the screen.
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The High Definition Render Pipeline (HDRP) includes an HD Camera that uses the HDAdditionalCameraData component. If you use a script to interact with the Camera, some properties that are inside the HDAdditionalCameraData component are displayed inside the Camera component.
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The High Definition Render Pipeline (HDRP) adds extra properties and methods to Unity's [standard Camera](https://docs.unity3d.com/ScriptReference/Camera.html) to control HDRP features, such as [Frame Settings](Frame-Settings.md). Although HDRP displays these extra properties in the Camera component Inspector, HDRP stores them in the [HDAdditionalCameraData](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/api/UnityEngine.Rendering.HighDefinition.HDAdditionalCameraData.html) component. This means if you use a script to access properties or methods for the Camera, be aware that they may be inside the HDAdditionalCameraData component. For the full list of properties and methods HDRP stores in the HDAdditionalCameraData component, see the [scripting API](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/api/UnityEngine.Rendering.HighDefinition.HDAdditionalCameraData.html).
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## Properties
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The HDRP Camera shares many properties with the [Standard Unity Camera](https://docs.unity3d.com/Manual/class-Camera.html).
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The HDRP Camera shares many properties with the Unity's [standard Camera](https://docs.unity3d.com/Manual/class-Camera.html).
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Mask-Map-and-Detail-Map.md
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# Mask and detail maps
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The High Definition Render Pipeline (HDRP) uses [channel-packed](Glossary.md#ChannelPacking)Textures to store multiple Material maps in a single Texture. Channel packing is efficient because it allows the renderer to sample up to four grayscale maps that use the same UV coordinates with a single Texture fetch. HDRP uses two types of channel-packed Textures: the [Mask Map](#MaskMap), and the [Detail Map](#DetailMap). They can use a different set of UV coordinates, or a different UV tiling value, giving you more creative freedom.
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The High Definition Render Pipeline (HDRP) uses [channel-packed](Glossary.md#ChannelPacking)textures to store multiple Material maps in a single texture. Channel packing is efficient because it allows the renderer to sample up to four grayscale maps that use the same UV coordinates with a single texture fetch. HDRP uses two types of channel-packed textures: the [Mask Map](#MaskMap), and the [Detail Map](#DetailMap). They can use a different set of UV coordinates, or a different UV tiling value, giving you more creative freedom.
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This document describes the format of the mask map and detail map so that you can author your own to use in HDRP.
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To create a mask map:
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1. Open image editing software that supports channel editing (such as Adobe Photoshop).
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2. Drag your grayscale Textures into their respective color channel. For information about which Texture belongs in which channel, see [mask map](#MaskMap) and [detail map](#DetailMap).<br />
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2. Drag your grayscale textures into their respective color channel. For information about which texture belongs in which channel, see [mask map](#MaskMap) and [detail map](#DetailMap).<br />
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3. Export your image.
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4. When you import the image into Unity, make sure that it uses linear color space.
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<aname="MaskMap"></a>
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## Mask map
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The mask map contains four grayscale Textures, one in each of its color channels.
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The mask map contains four grayscale textures, one in each color channel. HDRP uses the mask map to store the metallic map, occlusion map, detail mask, and smoothness map for the material. The mask map stores these textures in the following channels:
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|**Color channel**|**Map**|
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| ----------------- | ----------- |
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## Detail map
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The detail map allow you to overlay a second set of textures on top of the base surface information. Typically, the detail map would be scaled several times across the object’s surface to add small details to a material.
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The detail map contains two grayscale Textures and one two-component Texture, which is the Material's detail normal map.
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When you import the detail map, make sure to disable the **sRGB** checkbox in the Import Settings.
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The detail map enables you to overlay a second set of textures on top of the base surface information. Typically, the detail map scales several times across the object’s surface to add small details to a material. The detail map contains two grayscale textures and one two-component texture, which is the Material's detail normal map. When you import the detail map, disable the **sRGB** checkbox in the **Import Settings** window to make it work as expected.
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|**Color channel**|**Map**|
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| ----------------- | ------------------ |
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### Desaturated albedo (red channel)
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The red channel represents the albedo variation. It can make the underlying material's albedo gradually darken down to black when going from `0.5` to `0` or brighten up to white when going from `0.5` to `1`. A value of `0.5` is neutral, which means the detail map does not modify the albedo.
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The red channel represents the albedo variation. It makes the underlying material's albedo gradually darken down to black when going from `0.5` to `0` or brighten up to white when going from `0.5` to `1`. A value of `0.5` is neutral, which means the detail map does not modify the albedo.
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The image below shows the impact of the detail albedo on the final color. As you can see, HDRP calculates color interpolation in sRGB space.
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The image below shows the impact of the detail albedo on the final color. HDRP calculates color interpolation in sRGB space.
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### Smoothness (blue channel)
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The blue channel represents the smoothness variation and HDRP computes it the same way as the albedo variation. The underlying material's smoothness gradually decreases if the detail smoothness is below `0.5` or increases if it is above `0.5`. A value of `0.5` is neutral, which means the detail map does not modify the smoothness.
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The blue channel represents the smoothness variation and HDRP calculates it the same way as the albedo variation. The underlying material's smoothness gradually decreases if the detail smoothness is below `0.5` or increases if it is above `0.5`. A value of `0.5` is neutral, which means the detail map does not modify the smoothness.
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The image below shows the impact of the detail smoothness on the final color.
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/MatCap.md
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HDRP provides neutral and metallic default MatCaps. You can change the MatCap in your [HDRP Asset's](HDRP-Asset.md)**HDRenderPipelineResources**. To do this:
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1. Select the HDRP Asset in the Project window to view it in the Inspector.
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2. Go to the **General** section and double-click on the Asset assigned to the **Render Pipeline Resources** property to view that in the Inspector.
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3. Go to the **Textures** section and assign your custom MatCap Texture to the **MatCap Tex** property.
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2. Enter [Debug mode](https://docs.unity3d.com/Manual/InspectorOptions.html) then find the **Render Pipeline Resources** property.
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3. Double-click the asset assigned to the **Render Pipeline Resources** property to view it in the Inspector.
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4. Go to the **Textures** section and assign your custom MatCap Texture to the **MatCap Tex** property.
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You can also activate MatCap view as a **Lighting Debug Mode** in the [Render Pipeline Debugger](Render-Pipeline-Debug-Window.md).
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