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URP Docs: Minor Fixes to property tables and links
Minor fixes to property tables and links in the URP Docs
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Packages/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md

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### Physical Camera
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The **Physical Camera** property adds additional properties to the camera to simulate a real-world camera. For more information, refer to the [Physical Camera reference](/cameras/physical-camera-reference.md).
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The **Physical Camera** property adds additional properties to the camera to simulate a real-world camera. For more information, refer to the [Physical Camera reference](cameras/physical-camera-reference.md).
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<a name="Rendering"></a>
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| **Render Shadows** | Enable shadow rendering. |
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| **Priority** | A camera with a higher priority is drawn on top of a camera with a lower priority. Priority has a range from -100 to 100.<br/><br/>This property is only visible when **Render Type** is set to **Base**. |
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| **Opaque Texture** | Control whether the camera creates a CameraOpaqueTexture, which is a copy of the rendered view.<br/><br/>Available options:<ul><li>**Off**: Camera does not create a CameraOpaqueTexture.</li><li>**On**: Camera creates a CameraOpaqueTexture.</li><li>**Use Pipeline Settings**: The Render Pipeline Asset determines the value of this setting.</li></ul>This property is only visible when **Render Type** is set to **Base**. |
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| **Depth Texture** | Control whether the camera creates `_CameraDepthTexture`, which is a copy of the rendered depth values.<br/><br/>Available options:<ul><li>**Off**: Camera does not create a CameraDepthTexture.</li><li>**On**: Camera creates a CameraDepthTexture.</li><li>**Use Pipeline Settings**: The Render Pipeline Asset determines the value of this setting.</li></ul>**Note**: `_CameraDepthTexture` is set between the `AfterRenderingSkybox` and `BeforeRenderingTransparents` events, or at the `BeforeRenderingOpaques` event if you use a depth prepass. For more information on the order of events in the rendering loop, refer to [Injection points](/customize/custom-pass-injection-points.md). |
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| **Depth Texture** | Control whether the camera creates `_CameraDepthTexture`, which is a copy of the rendered depth values.<br/><br/>Available options:<ul><li>**Off**: Camera does not create a CameraDepthTexture.</li><li>**On**: Camera creates a CameraDepthTexture.</li><li>**Use Pipeline Settings**: The Render Pipeline Asset determines the value of this setting.</li></ul>**Note**: `_CameraDepthTexture` is set between the `AfterRenderingSkybox` and `BeforeRenderingTransparents` events, or at the `BeforeRenderingOpaques` event if you use a depth prepass. For more information on the order of events in the rendering loop, refer to [Injection points](customize/custom-pass-injection-points.md). |
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| **Culling Mask** | Select which Layers the camera renders to. |
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| **Occlusion Culling** | Enable Occlusion Culling. |
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| **Viewport Rect** | Four values that indicate where on the screen this camera view is drawn. Measured in Viewport Coordinates (values 0-1). |
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| &#160;&#160;&#160;&#160;**X** | The beginning horizontal position Unity uses to draw the camera view. |
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| &#160;&#160;&#160;&#160;**Y** | The beginning vertical position Unity uses to draw the camera view. |
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| &#160;&#160;&#160;&#160;**W** (Width) | Width of the camera output on the screen. |
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| &#160;&#160;&#160;&#160;**H** (Height) | Height of the camera output on the screen. |
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| &#160;&#160;&#160;&#160;**W** | Width of the camera output on the screen. |
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| &#160;&#160;&#160;&#160;**H** | Height of the camera output on the screen. |
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| **HDR Rendering** | Enable High Dynamic Range rendering for this camera. |
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| **MSAA** | Enable [Multisample Anti-aliasing](anti-aliasing.md#msaa) for this camera. |
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| **Allow Dynamic Resolution** | Enable Dynamic Resolution rendering for this camera. |

Packages/com.unity.render-pipelines.universal/Documentation~/volume-component-reference.md

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Volumes components contain properties that control how they affect Cameras and how they interact with other Volumes.
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![](/Images/Inspectors/Volume1.png)
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| Property | Description |
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| :----------------- | :----------------------------------------------------------- |
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| **Mode** | Use the drop-down to select the method that URP uses to calculate whether this Volume can affect a Camera:<br />&#8226; **Global**: Makes the Volume have no boundaries and allow it to affect every Camera in the scene.<br />&#8226; **Local**: Allows you to specify boundaries for the Volume so that the Volume only affects Cameras inside the boundaries. Add a Collider to the Volume's GameObject and use that to set the boundaries. |

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