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URP Docs: Minor Fixes
Style guide and formatting fixes for the URP Docs
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Packages/com.unity.render-pipelines.universal/Documentation~/light-component.md

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| Property:| Function: |
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|:---|:---|
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| **Light Appearance** | |
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| **Light Appearance** | Select the method used to create the color of the light.<br/><br/>Available options:<ul><li>**Color**</li><li>**Filter and Temperature**</li></ul> |
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| &#160;&#160;&#160;&#160;**Color**| The color of the emitted light. Set this property with the color slider.<br/><br/>**Note**: This property is only available if **Light Apperance** is set to **Color**. |
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| &#160;&#160;&#160;&#160;**Filter**| The color of the tint for the light source. Set this property with the color slider.<br/><br/>**Note**: This property is only available if **Light Apperance** is set to **Filter and Temperature**. |
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| &#160;&#160;&#160;&#160;**Temperature**| The temperature (in Kelvin) of the light. Set this property with the slider or enter a specific value.<br/><br/>**Note**: This property is only available if **Light Apperance** is set to **Filter and Temperature**. |

Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-viewer-reference.md

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|**Clear**|Displays **True** if URP clears the texture.|
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|**BindMS**|Whether the texture is bound as a multisampled texture. Refer to [RenderTextureDescriptor.BindMS](https://docs.unity3d.com/ScriptReference/RenderTextureDescriptor-bindMS.html) for more information.|
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|**Samples**|How many times Multisample Anti-aliasing (MSAA) samples the texture. Refer to [Anti-aliasing](anti-aliasing.md#multisample-anti-aliasing-msaa) for more information.|
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|**Memoryless**|Displays **True** if the resource is stored in tile memory on mobile platforms that use tile-based deferred rendering. See [Render graph system introduction](render-graph-introduction.md) for more information.|
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|**Memoryless**|Displays **True** if the resource is stored in tile memory on mobile platforms that use tile-based deferred rendering. Refer to [Render graph system introduction](render-graph-introduction.md) for more information.|
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## Pass List
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Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md

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| Property | Description |
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| --------------------- | ------------------------------------------------------------ |
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| **Main Light** | These settings affect the main [Directional Light](https://docs.unity3d.com/Manual/Lighting.html) in your scene. You can select this by assigning it as a [Sun Source](https://docs.unity3d.com/Manual/GlobalIllumination.html) in the Lighting Inspector. If you don’t assign a sun source, the URP treats the brightest directional light in the scene as the main light. You can choose between [Pixel Lighting](https://docs.unity3d.com/Manual/LightPerformance.html) and **None**. If you choose None, URP doesn’t render a main light, even if you’ve set a sun source. |
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| &#160;&#160;&#160;&#160;*Cast Shadows* | Check this box to make the main light cast shadows in your scene. |
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| &#160;&#160;&#160;&#160;*Shadow Resolution* | This controls how large the shadow map texture for the main light is. High resolutions give sharper, more detailed shadows. If memory or rendering time is an issue, try a lower resolution. |
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| &#160;&#160;&#160;&#160;**Cast Shadows** | Check this box to make the main light cast shadows in your scene. |
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| &#160;&#160;&#160;&#160;**Shadow Resolution** | This controls how large the shadow map texture for the main light is. High resolutions give sharper, more detailed shadows. If memory or rendering time is an issue, try a lower resolution. |
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| **Light Probe System** | <ul><li>**Light Probe Groups (Legacy)**: Use the same [Light Probe Group system](https://docs.unity3d.com/Manual/class-LightProbeGroup.html) as the Built-In Render Pipeline.</li><li>**Adaptive Probe Volumes**: Use [Adaptive Probe Volumes](probevolumes.md).</li></ul> |
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| **Memory Budget** | Limits the width and height of the textures that store baked Global Illumination data, which determines the amount of memory Unity sets aside to store baked Adaptive Probe Volume data. These textures have a fixed depth.<br/>Options: <ul><li>**Memory Budget Low**</li><li>**Memory Budget Medium**</li><li>**Memory Budget High**</li></ul> |
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| **SH Bands** | Determines the [spherical harmonics (SH) bands](https://docs.unity3d.com/Manual/LightProbes-TechnicalInformation.html) Unity uses to store probe data. L2 provides more precise results, but uses more system resources.<br/>Options: <ul><li>**Spherical Harmonics L1**</li><li>**Spherical Harmonics L2**</li></ul> |

Packages/com.unity.render-pipelines.universal/Documentation~/urp-global-settings.md

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| **Property** | **Description** |
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| --------------------------| ------------------------------------------------------------ |
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| Shader Variant Log Level | Select what information about Shader variants Unity saves in logs when you build your Unity Project.<br/>Options:<br/>• Disabled: Unity doesn't save any shader variant information.<br/>• Only SRP Shaders: Unity saves only shader variant information for URP shaders.<br/>• All Shaders: Unity saves shader variant information for every shader type. |
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| Strip Debug Variants | When enabled, Unity strips all debug view shader variants when you build the Player. This decreases build time, but prevents the use of Rendering Debugger in Player builds. |
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| Strip Unused Post Processing Variants | When enabled, Unity assumes that the Player does not create new [Volume Profiles](Volume-Profile.md) at runtime. With this assumption, Unity only keeps the shader variants that the existing [Volume Profiles](Volume-Profile.md) use, and strips all the other variants. Unity keeps shader variants used in Volume Profiles even if the scenes in the project do not use the Profiles. |
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| Strip Unused Variants | When enabled, Unity performs shader stripping in a more efficient way. This option reduces the amount of shader variants in the Player by a factor of 2 if the project uses the following URP features:<ul><li>Rendering Layers</li><li>Native Render Pass</li><li>Reflection Probe Blending</li><li>Reflection Probe Box Projection</li><li>SSAO Renderer Feature</li><li>Decal Renderer Feature</li><li>Certain post-processing effects</li></ul>Disable this option only if you notice issues in the Player. |
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| Strip Screen Coord Override Variants | When enabled, Unity strips Screen Coordinates Override shader variants in Player builds. |
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| **Shader Variant Log Level** | Select what information about Shader variants Unity saves in logs when you build your Unity Project.<br/>Options:<br/>• Disabled: Unity doesn't save any shader variant information.<br/>• Only SRP Shaders: Unity saves only shader variant information for URP shaders.<br/>• All Shaders: Unity saves shader variant information for every shader type. |
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| **Strip Debug Variants** | When enabled, Unity strips all debug view shader variants when you build the Player. This decreases build time, but prevents the use of Rendering Debugger in Player builds. |
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| **Strip Unused Post Processing Variants** | When enabled, Unity assumes that the Player does not create new [Volume Profiles](Volume-Profile.md) at runtime. With this assumption, Unity only keeps the shader variants that the existing [Volume Profiles](Volume-Profile.md) use, and strips all the other variants. Unity keeps shader variants used in Volume Profiles even if the scenes in the project do not use the Profiles. |
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| **Strip Unused Variants** | When enabled, Unity performs shader stripping in a more efficient way. This option reduces the amount of shader variants in the Player by a factor of 2 if the project uses the following URP features:<ul><li>Rendering Layers</li><li>Native Render Pass</li><li>Reflection Probe Blending</li><li>Reflection Probe Box Projection</li><li>SSAO Renderer Feature</li><li>Decal Renderer Feature</li><li>Certain post-processing effects</li></ul>Disable this option only if you notice issues in the Player. |
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| **Strip Screen Coord Override Variants** | When enabled, Unity strips Screen Coordinates Override shader variants in Player builds. |
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## Default Volume Profile
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