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MaximeGrangeUnityEvergreen
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Fix URP and HDRP documentation for APV Rendering Layers
*[See [this document](https://docs.google.com/document/d/1C4Vc7dOKgoZ2mNqMdugHDg-w6iN7iUYdlBQMGDmVS3E/edit) for details on what can land in 2023.3.]* Fix URP documentation still using 'HDRP' in some sentences Fix HDRP documentation still using the old 'Validity and Normal Based' instead of the new mode name 'Quality'
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Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-options-override-reference.md

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@@ -14,7 +14,7 @@ Refer to [Fix issues with Adaptive Probe Volumes](probevolumes-fixissues.md) for
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| **Scale Bias with Min Probe Distance** | Scale the **Normal Bias** or **View Bias** so it's proportional to the spacing between Light Probes in a [brick](probevolumes-concept.md#how-probe-volumes-work). |
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| **Sampling Noise** | Enable to increase or decrease the amount of noise HDRP adds to the position used by shaded pixels when sampling Light Probes. This can help [fix seams](probevolumes-fixissues.md#fix-seams) between bricks. |
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| **Animate Sampling Noise** | Enable to animate sampling noise when Temporal Anti-Aliasing (TAA) is enabled. This can make noise patterns less visible. |
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| **Leak Reduction Mode** | Enable to choose the method Unity uses to reduce leaks. Refer to [Fix light leaks](probevolumes-fixissues.md#fix-light-leaks).<br/>Options:<br/>&#8226; **None**: No leak reduction.<br/>&#8226; **Performance**: The uvw used to sample APV data are warped to try to have invalid probe not contributing to lighting. This samples APV a single time so it's a cheap option but will only work in the simplest cases.<br/>&#8226; **Validity and Normal Based**: This option samples APV between 1 and 3 times to provide the smoothest result without introducing artifacts. This is as expensive as Performance mode in the simplest cases, and is better and more expensive in the most complex cases. |
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| **Leak Reduction Mode** | Enable to choose the method Unity uses to reduce leaks. Refer to [Fix light leaks](probevolumes-fixissues.md#fix-light-leaks).<br/>Options:<br/>&#8226; **None**: No leak reduction.<br/>&#8226; **Performance**: The uvw used to sample APV data are warped to try to have invalid probe not contributing to lighting. This samples APV a single time so it's a cheap option but will only work in the simplest cases.<br/>&#8226; **Quality**: This option samples APV between 1 and 3 times to provide the smoothest result without introducing artifacts. This is as expensive as Performance mode in the simplest cases, and is better and more expensive in the most complex cases. |
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| **Occlusion Only Reflection Normalization** | Enable to limit Reflection Probe Normalization so it only decreases the intensity of reflections. Keep this enabled to reduce light leaks. Refer to [Frame Settings](frame-settings-reference.md#lighting). |
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| **Intensity Multiplier** | Set the strength of the light contribution from Adaptive Probe Volumes. A value of 0 means Unity doesn't use the Adaptive Probe Volume data. |
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| **Sky Occlusion Intensity Multiplier** | Set the strength of the light contribution from sky occlusion data in Adaptive Probe Volumes, if you enable [sky occlusion](probevolumes-skyocclusion.md). |

Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-fixissues.md

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@@ -99,16 +99,12 @@ For performance reasons, Adaptive Probe Volumes only supports up to 4 Rendering
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When lighting is generated, Unity will try to automatically assign a mask to each probe by looking at the Rendering Layer Masks of objects surrounding the probe. Additionally, you can use a **Probe Adjustment Volume** to override the Rendering Layer Mask assigned to Light Probes.
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At runtime, renderers will only sample lighting data from probes that have a matching Rendering Layer Mask. If the object doesn't match any of the Masks defined in the Lighting window, it will sample lighting from all the valid surrounding probes.
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Note that this feature requires **Light Layers** to be enabled in the HDRP Asset.
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Note that this feature requires **Use Rendering Layers** to be enabled in the URP Asset.
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For example, in order to fix light leaking issues, you can create an Interior and an Exterior Rendering Layer Mask to ensure interior objects will never sample lighting data from exterior probes and fix light leaking through the walls.
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A renderer can have several Rendering Layers enabled in it's Rendering Layer Masks. This is useful when dealing with dynamic objects that may want to sample lighting from both the exterior and interior probes.
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In HDRP, you can use the Rendering Debugger to visualize which layers are assigned to an object:
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- Go to the Material tab
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- Set the **Material** field to **Common > Rendering Layers**
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You can also visualize which layers are assigned to a probe:
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You can visualize which layers are assigned to a probe:
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- Go to the Probe Volumes tab
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- Enable **Display Probes**
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- Set the **Probe Shading Mode** field to **Rendering Layer Masks**

Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-options-override-reference.md

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@@ -14,7 +14,7 @@ Refer to [Fix issues with Adaptive Probe Volumes](probevolumes-fixissues.md) for
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| **Scale Bias with Min Probe Distance** | Scale the **Normal Bias** or **View Bias** so it's proportional to the spacing between Light Probes in a [brick](probevolumes-concept.md#how-adaptive-probe-volumes-work). |
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| **Sampling Noise** | Enable to increase or decrease the amount of noise URP adds to the position used by shaded pixels when sampling Light Probes. This can help [fix seams](probevolumes-fixissues.md#fix-seams) between bricks. |
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| **Animate Sampling Noise** | Enable to animate sampling noise when Temporal Anti-Aliasing (TAA) is enabled. This can make noise patterns less visible. |
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| **Leak Reduction Mode** | Enable to choose the method Unity uses to reduce leaks. Refer to [Fix light leaks](probevolumes-fixissues.md#fix-light-leaks).<br/>Options:<br/>&#8226; **Validity and Normal Based**: Enable to make URP prevent invalid Light Probes contributing to the lighting result, and give Light Probes more weight than others based on the GameObject pixel's sampling position.<br/>&#8226; **None**: No leak reduction.
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| **Leak Reduction Mode** | Enable to choose the method Unity uses to reduce leaks. Refer to [Fix light leaks](probevolumes-fixissues.md#fix-light-leaks).<br/>Options:<br/>&#8226; **None**: No leak reduction.<br/>&#8226; **Performance**: The uvw used to sample APV data are warped to try to have invalid probe not contributing to lighting. This samples APV a single time so it's a cheap option but will only work in the simplest cases.<br/>&#8226; **Quality**: This option samples APV between 1 and 3 times to provide the smoothest result without introducing artifacts. This is as expensive as Performance mode in the simplest cases, and is better and more expensive in the most complex cases. |
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| **Min Valid Dot Product Value** | Enable to make URP reduce a Light Probe's influence on a GameObject if the direction towards the Light Probe is too different to the GameObject's surface normal direction. The value is the minimum [dot product](https://docs.unity3d.com/ScriptReference/Vector3.Dot.html) between the two directions where URP will reduce the Light Probe's influence. |
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| **Intensity Multiplier** | Set the strength of the light contribution from Adaptive Probe Volumes. A value of 0 means Unity doesn't use the Adaptive Probe Volume data. |
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| **Sky Occlusion Intensity Multiplier** | Set the strength of the light contribution from sky occlusion data in Adaptive Probe Volumes, if you enable [sky occlusion](probevolumes-skyocclusion.md). |

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