Skip to content

Commit bc8463b

Browse files
Richard-HortonEvergreen
authored andcommitted
URP Docs: URP Camera Feedback
Resolve feedback issues received about Camera docs in URP
1 parent 94fe6b0 commit bc8463b

File tree

5 files changed

+14
-6
lines changed

5 files changed

+14
-6
lines changed

Packages/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -70,6 +70,7 @@ The Base Camera in a Camera Stack determines most of the properties of the Camer
7070

7171
Unity hides all of the other unused properties in the Inspector. You can access unused properties using a script, but any changes you make to these unused properties will not affect the visual output of any Camera Stacks that use the Overlay Camera.
7272

73-
You cannot apply post-processing to an individual Overlay Camera. You can apply post-processing to an individual Base Camera, or to a Camera Stack.
73+
> [!NOTE]
74+
> While you can apply post-processing to an individual Overlay Camera within a camera stack, the effects also apply to all the outputs the camera stack renders before the Overlay Camera. This is different to how you can apply post-processing to an individual Base Camera where the effects on only apply to the Base Camera.
7475
7576
For information on the properties that Unity exposes in the Inspector of an Overlay Camera, refer to the [Camera component reference](camera-component-reference.md).

Packages/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -23,7 +23,10 @@ To add post-processing to a new scene:
2323
3. Select the GameObject, then in the **Volume** component select **New** to create a new [Volume Profile](Volume-Profile.md).
2424
4. Select **Add Override**, then select a post-processing effect [Volume Override](VolumeOverrides.md), for example **Bloom**.
2525

26-
Now you can use the Volume Override to enable and adjust the settings for the post-processing effect.
26+
Now you can use the Volume Override to enable and adjust the settings for the post-processing effect.
27+
28+
> [!NOTE]
29+
> The GameObject which contains the volume and the camera you wish to apply post-processing to must be on the same Layer.
2730
2831
Refer to [Understand Volumes](Volumes.md) for more information.
2932

Packages/com.unity.render-pipelines.universal/Documentation~/universal-additional-camera-data.md

Lines changed: 6 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -9,11 +9,15 @@ If you don't use scripts to control and customise URP, you do not need to do any
99
If you do use scripts to control and customise URP, you can access a Camera's Universal Additional Camera Data component in a script like this:
1010

1111
```c#
12-
var cameraData = camera.GetUniversalAdditionalCameraData();
12+
UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData();
1313
```
1414

15+
> [!NOTE]
16+
> To use the `GetUniversalAdditionalCameraData()` method you must use the `UnityEngine.Rendering.Universal` namespace. To do this, add the following statement at the top of your script: `using UnityEngine.Rendering.Universal;`.
17+
1518
For more information, refer to the [UniversalAdditionalCameraData API](xref:UnityEngine.Rendering.Universal.UniversalAdditionalCameraData).
1619

1720
If you need to access the Universal Additional Camera Data component frequently in a script, you should cache the reference to it to avoid unnecessary CPU work.
1821

19-
> **Note**: When a Camera uses a Preset, only a subset of properties are supported. Unsupported properties are hidden.
22+
> [!NOTE]
23+
> When a Camera uses a Preset, only a subset of properties are supported. Unsupported properties are hidden.
Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
11
# The Universal Additional Light Data component
22

3-
Universal Additional Light Data is a component that the Universal Render Pipeline (URP) uses for internal data storage. The Universal Additional Light Data component allows URP to extend and override the functionality of Unity's standard Light component.
3+
[Universal Additional Light Data](xref:UnityEngine.Rendering.Universal.UniversalAdditionalLightData) is a component that the Universal Render Pipeline (URP) uses for internal data storage. The Universal Additional Light Data component allows URP to extend and override the functionality of Unity's standard Light component.
44

55
In URP, a GameObject that has a Light component must also have a Universal Additional Light Data component. If your Project uses URP, Unity automatically adds the Universal Additional Light Data component when you create a Light GameObject. You cannot remove the Universal Additional Light Data component from a Light GameObject.

Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -638,7 +638,7 @@ public virtual void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraT
638638
/// Called upon finish rendering a camera. You can use this callback to release any resources created
639639
/// by this render
640640
/// pass that need to be cleanup once camera has finished rendering.
641-
/// This method be called for all cameras in a camera stack.
641+
/// This method should be called for all cameras in a camera stack.
642642
/// </summary>
643643
/// <param name="cmd">Use this CommandBuffer to cleanup any generated data</param>
644644
public virtual void OnCameraCleanup(CommandBuffer cmd)

0 commit comments

Comments
 (0)