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Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/2d-customlit.md
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## Sprite Custom Lit Shader Graph
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The new Shader Graph target "Custom Lit Shader Graph" provides a great starting point to create a custom lithing model shader. It does not sample the Light Textures but it does have a Normal pass and a fallback Forward pass for use in non 2D Renderer.
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The new Shader Graph target "Custom Lit Shader Graph" provides a great starting point to create a custom lighting model shader. It does not sample the Light Textures but it does have a Normal pass and a fallback Forward pass for use in non 2D Renderer.
2. Right-click in the Project window, and select **Create** > **Rendering** > **URP Asset**. Alternatively, navigate to the menu bar at the top, and select **Assets** > **Create** > **Rendering** > **URP Asset**.
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2. Right-click in the Project window, and select **Create** > **Rendering** > **URP Asset (with Universal Renderer)**. Alternatively, navigate to the menu bar at the top, and select **Assets** > **Create** > **Rendering** > **URP Asset (with Universal Renderer)**.
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You can either leave the default name for the new Universal Render Pipeline Asset, or type a new one.
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*[Converting your shaders](upgrading-your-shaders.md)
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md
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@@ -56,10 +56,10 @@ The **Physical Camera** property adds additional properties to the camera to sim
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|        **Quality (SMAA)**| Select the quality of SMAA. The difference in resource intensity is fairly small between **Low** and **High**.<br/><br/>Available options:<ul><li>**Low**</li><li>**Medium**</li><li>**High**</li></ul>This property only appears when you select **Subpixel Morphological Anti-aliasing (SMAA)** from the **Anti-aliasing** drop-down. |
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|        **Quality (TAA)**| Select the quality of TAA.<br/><br/>Available options:<ul><li>**Very Low**</li><li>**Low**</li><li>**Medium**</li><li>**High**</li><li>**Very High**</li></ul>This property only appears when you select **Temporal Anti-aliasing (TAA)** from the **Anti-aliasing** drop-down. |
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|        **Contrast Adaptive Sharpening**| Enable high quality post sharpening to reduce TAA blur.<br/><br/>This setting is overridden when you enable either [AMD FidelityFX Super Resolution (FSR) or Scalable Temporal Post-Processing (STP)](universalrp-asset.md#quality) upscaling in the URP Asset as they both handle sharpening as part of the upscaling process. <br/><br/>This property only appears when you select **Temporal Anti-aliasing (TAA)** from the **Anti-aliasing** drop-down. |
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|        **Base Blend Factor**| Set how much the history buffer blends with the current frame result. Higher values mean more history contribution, which improves the anti-aliasing, but also increases the chance of ghosting.<br/><br/>This property only appears when you select **Temporal Anti-aliasing (TAA)** from the **Anti-aliasing** drop-down and enable **Show Additional Properties** in the Inspector. |
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|        **Jitter Scale**| Set the scale of the jitter applied when TAA is enabled. A lower value reduces visible flickering and jittering, but also reduces the effectiveness of the anti-aliasing.<br/><br/>This property only appears when you select **Temporal Anti-aliasing (TAA)** from the **Anti-aliasing** drop-down and enable **Show Additional Properties** in the Inspector. |
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|        **Mip Bias**| Set how much texture mipmap selection is biased when rendering.<br/><br/>A positive bias makes a texture appear more blurry, while a negative bias sharpens the texture. However, a lower value also has a negative impact on performance.<br/><br/>**Note**: Requires mipmaps in textures.<br/><br/>This property only appears when you select **Temporal Anti-aliasing (TAA)** from the **Anti-aliasing** drop-down and enable **Show Additional Properties** in the Inspector. |
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|        **Variance Clamp Scale**| Set the size of the color volume Unity uses to find nearby pixels when the color history is incorrect or unavailable. The clamp limits how much a pixel's color can vary from the color of the surrounding pixels.<br/><br/>Lower values can reduce ghosting, but produce more flickering. Higher values reduce flickering, but are prone to blur and ghosting.<br/><br/>This property only appears when you select **Temporal Anti-aliasing (TAA)** from the **Anti-aliasing** drop-down and enable **Show Additional Properties** in the Inspector. |
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|        **Base Blend Factor**| Set how much the history buffer blends with the current frame result. Higher values mean more history contribution, which improves the anti-aliasing, but also increases the chance of ghosting.<br/><br/>This property only appears when you select **Temporal Anti-aliasing (TAA)** from the **Anti-aliasing** drop-down and enable **Advanced Properties** in the Inspector. |
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|        **Jitter Scale**| Set the scale of the jitter applied when TAA is enabled. A lower value reduces visible flickering and jittering, but also reduces the effectiveness of the anti-aliasing.<br/><br/>This property only appears when you select **Temporal Anti-aliasing (TAA)** from the **Anti-aliasing** drop-down and enable **Advanced Properties** in the Inspector. |
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|        **Mip Bias**| Set how much texture mipmap selection is biased when rendering.<br/><br/>A positive bias makes a texture appear more blurry, while a negative bias sharpens the texture. However, a lower value also has a negative impact on performance.<br/><br/>**Note**: Requires mipmaps in textures.<br/><br/>This property only appears when you select **Temporal Anti-aliasing (TAA)** from the **Anti-aliasing** drop-down and enable **Advanced Properties** in the Inspector. |
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|        **Variance Clamp Scale**| Set the size of the color volume Unity uses to find nearby pixels when the color history is incorrect or unavailable. The clamp limits how much a pixel's color can vary from the color of the surrounding pixels.<br/><br/>Lower values can reduce ghosting, but produce more flickering. Higher values reduce flickering, but are prone to blur and ghosting.<br/><br/>This property only appears when you select **Temporal Anti-aliasing (TAA)** from the **Anti-aliasing** drop-down and enable **Advanced Properties** in the Inspector. |
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|**Stop NaNs**| Replaces Not a Number (NaN) values with a black pixel for the camera. This stops certain effects from breaking, but is a resource-intensive process which causes a negative performance impact. Only enable this feature if you experience NaN issues you can't fix.<br/><br/>The Stop NaNs pass executes at the start of the post-processing passes. You must enable **Post Processing** for the camera to use **Stop NaNs**.<br/><br/>Only available when **Render Type** is set to **Base**. |
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|**Dithering**| Enable to apply 8-bit dithering to the final render to help reduce banding on wide gradients and low light areas.<br/><br/>This property is only visible when **Render Type** is set to **Base**. |
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|**Clear Depth**| Enable to clear depth from previous camera on rendering.<br/><br/>This property is only visible when **Render Type** is set to **Overlay**. |
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-layers.md
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@@ -15,25 +15,19 @@ To read how to implement this example, refer to [How to use Rendering Layers](#h
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To enable Rendering Layers for Lights in your project:
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1. In the [URP Asset](../universalrp-asset.md), in the **Lighting** section, click the vertical ellipsis icon (⋮) and select **Show Additional Properties**
2. In the Decal Renderer Feature, enable **Use Rendering Layers**.
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When you enable Rendering Layers for Decals, Unity shows the **Rendering Layers** property on each Decal Projector:
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When you enable Rendering Layers for Decals, Unity shows the **Rendering Layers** property on each Decal Projector.
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## How to edit Rendering Layer names
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5. Make the following settings on Lights and Spheres:
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Light `A`: in the property **Light > General > Rendering Layers**, clear all options, and select `Green`.
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Light `A`: in the property **Light > Rendering > Rendering Layers**, clear all options, and select `Green`.
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Light `B`: in the property **Light > General > Rendering Layers**, clear all options, and select `Red`.
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Light `B`: in the property **Light > Rendering > Rendering Layers**, clear all options, and select `Red`.
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Sphere `C`: in the property **Mesh Renderer > Additional Settings > Rendering Layer Mask**, select all options, clear `Green`.
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4. Select the Decal Projector. In the Rendering Layers property, select `Receive decals`.
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5. Select the paint bucket GameObject. In the **Rendering Layer Mask** field, clear the `Receive decals` layer. Now the Decal Projector does not affect this GameObject.
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output.md
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@@ -92,7 +92,7 @@ URP provides two **Tonemapping** modes: **Neutral** and **ACES**. Each tone mapp
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| Property | Description |
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| -------- | ----------- |
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|**Neutral HDR Range Reduction Mode**| The curve that the Player uses for tone mapping. The options are:<ul><li>**BT2390**: The default. Defined by the [BT.2390](https://www.itu.int/pub/R-REP-BT.2390) broadcasting recommendations.</li><li>**Reinhard**: A simple Tone Mapping operator.</li></ul>This option is only available when you enable **Show Additional Properties**. |
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|**Neutral HDR Range Reduction Mode**| The curve that the Player uses for tone mapping. The options are:<ul><li>**BT2390**: The default. Defined by the [BT.2390](https://www.itu.int/pub/R-REP-BT.2390) broadcasting recommendations.</li><li>**Reinhard**: A simple Tone Mapping operator.</li></ul>This option is only available when you enable **Advanced Properties**. |
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|**Hue Shift Amount**| The value determines the extent to which your content retains its original hue after you apply HDR settings. When this value is 0, the tonemapper attempts to preserve the hue of your content as much as possible by only tonemapping luminance. |
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|**Detect Paper White**| Enable this property if you want URP to use the Paper White value that the display communicates to the Unity Engine. In some cases, the value the display communicates may not be accurate. Implement a calibration menu for your application so that users can display your content correctly on displays that communicate inaccurate values. |
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|**Paper White**| The Paper White value of the display. If you do not enable **Detect Paper White**, you must specify a value here. |
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-full-screen-pass.md
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|**Pass Material**| The Material the Renderer Feature uses to render the effect. |
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|**Injection Point**| Select when the effect is rendered:<ul><li>**Before Rendering Transparents**: Add the effect after the skybox pass and before the transparents pass.</li><li>**Before Rendering Post Processing**: Add the effect after the transparents pass and before the post-processing pass.</li><li>**After Rendering Post Processing**: Add the effect after the post-processing pass and before AfterRendering pass.</li></ul>**After Rendering Post Processing** is the default setting. |
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|**Requirements**| Select one or more of the following passes for the Renderer Feature to use:<ul><li>**None**: Add no additional passes.</li><li>**Everything**: Adds all additional passes available (Depth, Normal, Color, and Motion).</li><li>**Depth**: Adds a depth prepass to enable the use of depth values.</li><li>**Normal**: Enables the use of normal vector data.</li><li>**Color**: Copies color data of a screen to the _BlitTexture texture inside the shader.</li><li>**Motion**: Enables the use of motion vectors.</li></ul>**Color** is the default setting. |
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|**Pass Index**| Select a specific pass inside the Pass Material's shader for the Pass Material to use.<br/><br/>This option is hidden by default. To access this option, click ⋮ in the Renderer Feature section of the Inspector and select **Show Additional Properties**. |
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|**Pass Index**| Select a specific pass inside the Pass Material's shader for the Pass Material to use.<br/><br/>This option is hidden by default. To access this option, click ⋮ in the Renderer Feature section of the Inspector and select **Advanced Properties**. |
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/reference-screen-space-lens-flare.md
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|**Intensity**| Set the strength of all the types of lens flares. If the value is 0, URP doesn't calculate or render any lens flares. The default is 0. |
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|**Tint Color**| Set the color URP uses to tint all the types of lens flares. The default is white. |
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|**Bloom Mip Bias**| Set the mipmap level URP uses to sample the Bloom pyramid and create the lens flares. The higher the mipmap level, the smaller and more pixelated the sample source, and the blurrier the result. The range is 0 through 5. 0 is the full-resolution mipmap level. The default is 1. Refer to [Mipmaps introduction](https://docs.unity3d.com/2023.1/Documentation/Manual/texture-mipmaps-introduction.html) for more information. This property only appears if you open the **More** (⋮) menu and select **Show Additional Properties**. |
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|**Bloom Mip Bias**| Set the mipmap level URP uses to sample the Bloom pyramid and create the lens flares. The higher the mipmap level, the smaller and more pixelated the sample source, and the blurrier the result. The range is 0 through 5. 0 is the full-resolution mipmap level. The default is 1. Refer to [Mipmaps introduction](https://docs.unity3d.com/2023.1/Documentation/Manual/texture-mipmaps-introduction.html) for more information. This property only appears if you open the **More** (⋮) menu and select **Advanced Properties**. |
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### Flares
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|**Regular Multiplier**|| Set the strength of regular flares. If the value is 0, URP doesn't calculate or render regular flares. The default is 1. |
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|**Reversed Multiplier**|| Set the strength of reversed flares. If the value is 0, URP doesn't calculate or render reversed flares. The default is 1. |
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|**Warped Multipler**|| Set the strength of warped flares. If the value is 0, URP doesn't calculate or render warped flares. The default is 1. |
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||**Scale**| Scale the width (**x**) and height (**y**) of warped flares. The defaults are 1. This property only appears if you open the **More** (⋮) menu and select **Show Additional Properties**. |
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||**Scale**| Scale the width (**x**) and height (**y**) of warped flares. The defaults are 1. This property only appears if you open the **More** (⋮) menu and select **Advanced Properties**. |
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|**Samples**|| Set the number of times URP repeats the regular, reversed and warped flares. The range is 1 through 3. The default is 1. Increasing **Samples** has a big impact on performance. |
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||**Sample Dimmer**| Set the strength of the lens flares URP adds if you set **Samples** to 2 or 3. The higher the value, the less intense the flares. This property only appears if you open the **More** (⋮) menu and select **Show Additional Properties**. |
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||**Sample Dimmer**| Set the strength of the lens flares URP adds if you set **Samples** to 2 or 3. The higher the value, the less intense the flares. This property only appears if you open the **More** (⋮) menu and select **Advanced Properties**. |
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|**Vignette Effect**|| Set the strength of the regular, reversed and warped flares in a circular area in the center of the screen. Use **Vignette Effect** to avoid lens flare obscuring the scene too much. The default value is 1, which means URP doesn't render flares at the center of the screen. |
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|**Starting Position**|| Control how far the position of the regular, reversed and warped flares differ from the bright area they're sampled from, in metres. If the value is 0, URP places the lens flares at the same position as the bright areas they're sampled from. The range is 1 through 3. The default is 1.25. |
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|**Scale**|| Set the size of regular, reversed and warped lens flares. The range is 1 through 4. The default is 1.5. |
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||**Length**| Set the length of streaks. The range is 0 through 1. 1 is the approximate width of the screen. The default value is 0.5. |
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||**Orientation**| Set the angle of streaks, in degrees. The default value is 0, which creates horizontal streaks. |
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||**Threshold**| Control how localized the streak effect is. The higher the **Threshold**, the more localized the effect. The range is 0 through 1. The default value is 0.25. |
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||**Resolution**| Control the resolution detail of streaks. URP renders lower-resolution streaks faster. The options are **Half**, **Quarter** and **Eighth** full resolution. This property only appears if you open the **More** (⋮) menu and select **Show Additional Properties**. |
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||**Resolution**| Control the resolution detail of streaks. URP renders lower-resolution streaks faster. The options are **Half**, **Quarter** and **Eighth** full resolution. This property only appears if you open the **More** (⋮) menu and select **Advanced Properties**. |
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