diff --git a/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs b/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs index ef3267af690..db9ad543c7f 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs @@ -706,11 +706,7 @@ void OnEnable() foreach (var graph in registeredGraph) m_RegisteredGraphs.Add(graph, new HashSet()); - RenderGraph.requireDebugData = true; - RenderGraph.onGraphRegistered += OnGraphRegistered; - RenderGraph.onGraphUnregistered += OnGraphUnregistered; - RenderGraph.onExecutionRegistered += OnExecutionRegistered; - RenderGraph.onExecutionUnregistered += OnExecutionUnregistered; + SubscribeToRenderGraphEvents(); } private void CreateGUI() @@ -720,10 +716,36 @@ private void CreateGUI() void OnDisable() { + UnsubscribeToRenderGraphEvents(); + } + + void SubscribeToRenderGraphEvents() + { + if (RenderGraph.requireDebugData) + return; + + RenderGraph.requireDebugData = true; + RenderGraph.onGraphRegistered += OnGraphRegistered; + RenderGraph.onGraphUnregistered += OnGraphUnregistered; + RenderGraph.onExecutionRegistered += OnExecutionRegistered; + RenderGraph.onExecutionUnregistered += OnExecutionUnregistered; + } + + void UnsubscribeToRenderGraphEvents() + { + if (!RenderGraph.requireDebugData) + return; + RenderGraph.requireDebugData = false; RenderGraph.onGraphRegistered -= OnGraphRegistered; RenderGraph.onGraphUnregistered -= OnGraphUnregistered; RenderGraph.onExecutionRegistered -= OnExecutionRegistered; RenderGraph.onExecutionUnregistered -= OnExecutionUnregistered; } + + void Update() + { + // UUM-70378: In case the OnDisable Unsubscribes to Render Graph events when coming back from a Maximized state + SubscribeToRenderGraphEvents(); + } } diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl index c25ec59fb55..7c6c104e4db 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl @@ -2,21 +2,218 @@ #define UNITY_FOVEATED_RENDERING_INCLUDED #if (!defined(UNITY_COMPILER_DXC) && (defined(UNITY_PLATFORM_OSX) || defined(UNITY_PLATFORM_IOS) || defined(UNITY_PLATFORM_VISIONOS))) || defined(SHADER_API_PS5) - #if defined(SHADER_API_PS5) || defined(SHADER_API_METAL) - #define SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER 1 + #endif +#endif - #if defined(SHADER_API_PS5) - #include "Packages/com.unity.render-pipelines.ps5/ShaderLibrary/API/FoveatedRendering_PSSL.hlsl" - #endif +#if SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER +#if defined(SHADER_API_PS5) + #include "Packages/com.unity.render-pipelines.ps5/ShaderLibrary/API/FoveatedRendering_PSSL.hlsl" +#endif - #if defined(SHADER_API_METAL) - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/API/FoveatedRendering_Metal.hlsl" - #endif +#if defined(SHADER_API_METAL) + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/API/FoveatedRendering_Metal.hlsl" +#endif - #endif +// coordinate remapping functions for foveated rendering +#define FOVEATED_FLIP_Y(uv) uv.y = 1.0f - uv.y +float2 FoveatedRemapLinearToNonUniform(float2 uv) +{ + UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + FOVEATED_FLIP_Y(uv); + uv = RemapFoveatedRenderingLinearToNonUniform(uv); + FOVEATED_FLIP_Y(uv); + } + return uv; +} + +float2 FoveatedRemapPrevFrameLinearToNonUniform(float2 uv) +{ + UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + FOVEATED_FLIP_Y(uv); + uv = RemapFoveatedRenderingPrevFrameLinearToNonUniform(uv); + FOVEATED_FLIP_Y(uv); + } + return uv; +} + +float2 FoveatedRemapDensity(float2 uv) +{ + UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + FOVEATED_FLIP_Y(uv); + uv = RemapFoveatedRenderingDensity(uv); + FOVEATED_FLIP_Y(uv); + } + return uv; +} + +float2 FoveatedRemapPrevFrameDensity(float2 uv) +{ + UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + FOVEATED_FLIP_Y(uv); + uv = RemapFoveatedRenderingPrevFrameDensity(uv); + FOVEATED_FLIP_Y(uv); + } + return uv; +} + +float2 FoveatedRemapNonUniformToLinear(float2 uv) +{ + UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + FOVEATED_FLIP_Y(uv); + uv = RemapFoveatedRenderingNonUniformToLinear(uv); + FOVEATED_FLIP_Y(uv); + } + return uv; +} + +float2 FoveatedRemapPrevFrameNonUniformToLinear(float2 uv) +{ + UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + FOVEATED_FLIP_Y(uv); + uv = RemapFoveatedRenderingPrevFrameNonUniformToLinear(uv); + FOVEATED_FLIP_Y(uv); + } + return uv; +} +#undef FOVEATED_FLIP_Y + +int2 FoveatedRemapLinearToNonUniformCS(int2 positionCS) +{ + return FoveatedRemapLinearToNonUniform((positionCS + float2(0.5, 0.5)) * _ScreenSize.zw) * _ScreenSize.xy; +} + +int2 FoveatedRemapNonUniformToLinearCS(int2 positionCS) +{ + UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + positionCS = RemapFoveatedRenderingNonUniformToLinearCS(positionCS, true); + return positionCS; +} + +#else // SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER + +// dummy coordinate remapping functions for non-foveated rendering +float2 FoveatedRemapLinearToNonUniform(float2 uv) {return uv;} +float2 FoveatedRemapPrevFrameLinearToNonUniform(float2 uv) {return uv;} +float2 FoveatedRemapDensity(float2 uv) {return uv;} +float2 FoveatedRemapPrevFrameDensity(float2 uv) {return uv;} +float2 FoveatedRemapNonUniformToLinear(float2 uv) {return uv;} +float2 FoveatedRemapPrevFrameNonUniformToLinear(float2 uv) {return uv;} +int2 FoveatedRemapLinearToNonUniformCS(int2 positionCS) {return positionCS;} +int2 FoveatedRemapNonUniformToLinearCS(int2 positionCS) {return positionCS;} #endif +// foveated version of GetPositionInput() functions +PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, uint2 tileCoord) +{ + PositionInputs posInput = GetPositionInput(positionSS, invScreenSize, tileCoord); + posInput.positionNDC = FoveatedRemapNonUniformToLinear(posInput.positionNDC); + return posInput; +} + +PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, uint2 tileCoord) +{ + PositionInputs posInput = GetPositionInput(positionSS, invScreenSize, tileCoord); + posInput.positionNDC = FoveatedRemapPrevFrameNonUniformToLinear(posInput.positionNDC); + return posInput; +} + +PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize) +{ + return FoveatedGetPositionInput(positionSS, invScreenSize, uint2(0, 0)); +} + +PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize) +{ + return FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, uint2(0, 0)); +} + +PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, float3 positionWS) +{ + PositionInputs posInput = FoveatedGetPositionInput(positionSS, invScreenSize, uint2(0, 0)); + posInput.positionWS = positionWS; + return posInput; +} + +PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, float3 positionWS) +{ + PositionInputs posInput = FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, uint2(0, 0)); + posInput.positionWS = positionWS; + return posInput; +} + +PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS, uint2 tileCoord) +{ + PositionInputs posInput = FoveatedGetPositionInput(positionSS, invScreenSize, tileCoord); + posInput.positionWS = positionWS; + posInput.deviceDepth = deviceDepth; + posInput.linearDepth = linearDepth; + + return posInput; +} + +PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS, uint2 tileCoord) +{ + PositionInputs posInput = FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, tileCoord); + posInput.positionWS = positionWS; + posInput.deviceDepth = deviceDepth; + posInput.linearDepth = linearDepth; + + return posInput; +} + +PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS) +{ + return FoveatedGetPositionInput(positionSS, invScreenSize, deviceDepth, linearDepth, positionWS, uint2(0, 0)); +} + +PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS) +{ + return FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, deviceDepth, linearDepth, positionWS, uint2(0, 0)); +} + +PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, + float4x4 invViewProjMatrix, float4x4 viewMatrix, + uint2 tileCoord) +{ + PositionInputs posInput = FoveatedGetPositionInput(positionSS, invScreenSize, tileCoord); + posInput.positionWS = ComputeWorldSpacePosition(posInput.positionNDC, deviceDepth, invViewProjMatrix); + posInput.deviceDepth = deviceDepth; + posInput.linearDepth = LinearEyeDepth(posInput.positionWS, viewMatrix); + + return posInput; +} + +PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, + float4x4 invViewProjMatrix, float4x4 viewMatrix, + uint2 tileCoord) +{ + PositionInputs posInput = FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, tileCoord); + posInput.positionWS = ComputeWorldSpacePosition(posInput.positionNDC, deviceDepth, invViewProjMatrix); + posInput.deviceDepth = deviceDepth; + posInput.linearDepth = LinearEyeDepth(posInput.positionWS, viewMatrix); + + return posInput; +} + +PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, + float4x4 invViewProjMatrix, float4x4 viewMatrix) +{ + return FoveatedGetPositionInput(positionSS, invScreenSize, deviceDepth, invViewProjMatrix, viewMatrix, uint2(0, 0)); +} + +PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, + float4x4 invViewProjMatrix, float4x4 viewMatrix) +{ + return FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, deviceDepth, invViewProjMatrix, viewMatrix, uint2(0, 0)); +} + #endif // UNITY_FOVEATED_RENDERING_INCLUDED diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl index 02ef6348ed2..a5bf171e1d9 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl @@ -1,7 +1,7 @@ #ifndef UNITY_FOVEATED_RENDERING_KEYWORDS_INCLUDED #define UNITY_FOVEATED_RENDERING_KEYWORDS_INCLUDED -#if (!defined(UNITY_COMPILER_DXC) && (defined(UNITY_PLATFORM_OSX) || defined(UNITY_PLATFORM_IOS) || defined(UNITY_PLATFORM_VISIONOS)) || defined(SHADER_API_PS5)) +#if (!defined(UNITY_COMPILER_DXC) && (defined(UNITY_PLATFORM_OSX) || defined(UNITY_PLATFORM_IOS) || defined(UNITY_PLATFORM_VISIONOS))) || defined(SHADER_API_PS5) #if defined(SHADER_API_PS5) || defined(SHADER_API_METAL) diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/PerPixelDisplacement.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/PerPixelDisplacement.hlsl index bc6124cb4fa..e1a83dccc82 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/PerPixelDisplacement.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/PerPixelDisplacement.hlsl @@ -84,7 +84,7 @@ ParallaxOcclusionMapping delta = intersectionHeight - currHeight; - if (abs(delta) <= 0.01) + if ((delta >= -0.01) && (delta <= 0.01)) break; // intersectionHeight < currHeight => new lower bounds diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md index 668ff0fb84f..44b30c1f7a6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md @@ -15,45 +15,49 @@ The **Rendering Debugger** is a specific window for the Scriptable Render Pipeli ![](Images/RenderPipelineDebug1.png) The Rendering Debugger -## Using the Rendering Debugger +## How to access the Rendering Debugger The Rendering Debugger window is available in the following modes: -* The Editor. -* The Play mode. -* At runtime in the standalone Unity Player, on any device. The window is only available in **Development Builds**. +| Mode | Platform | Availability | How to Open the Rendering Debugger | +|-----------|----------------|----------------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| Editor | All | Yes (window in the Editor) | Select **Window > Analysis > Rendering Debugger** | +| Play mode | All | Yes (overlay in the Game view) | On a desktop or laptop computer, press **LeftCtrl+Backspace** (**LeftCtrl+Delete** on macOS)
On a console controller, press L3 and R3 (Left Stick and Right Stick) | +| Runtime | Desktop/Laptop | Yes (only in Development builds) | Press **LeftCtrl+Backspace** (**LeftCtrl+Delete** on macOS) | +| Runtime | Console | Yes (only in Development builds) | Press L3 and R3 (Left Stick and Right Stick) | +| Runtime | Mobile | Yes (only in Development builds) | Use a three-finger double tap | -To open the Rendering Debugger in the Editor: +To enable all the sections of the **Rendering Debugger** in your built application, disable **Strip Debug Variants** in **Project Settings > Graphics > HDRP Global Settings**. Otherwise, you can only use the [Display Stats](#display-stats) section. -* Enable **Runtime Debug Shaders** in **HDRP Global Settings** (in the menu: **Edit** > **Project Settings** > **Graphics** > **HDRP Settings**). - -* Select **Window** > **Analysis** > **Rendering Debugger**. - -To open the window in the Play mode, or at runtime in a Development Build, use the keyboard shortcut Ctrl+Backspace (Ctrl+Delete on macOS) or press L3 and R3 (Left Stick and Right Stick) on a controller. +To disable the runtime UI, use the [enableRuntimeUI](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/api/UnityEngine.Rendering.DebugManager.html#UnityEngine_Rendering_DebugManager_enableRuntimeUI) property. You can display read-only items, such as the FPS counter, independently of the **Rendering Debugger** window. When you disable the **Rendering Debugger** window, they're still visible in the top right corner of the screen. Use this functionality to track particular values without cluttering the screen. -You can disable the runtime UI entirely by using the [`enableRuntimeUI`](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/api/UnityEngine.Rendering.DebugManager.html#UnityEngine_Rendering_DebugManager_enableRuntimeUI) property. - -### Navigation at runtime +## Navigation at runtime -To change the current active item: +### Keyboard -* **Keyboard**: Use the arrow keys. -* **Xbox controller**: Use the Directional pad (D-Pad). -* **PlayStation controller**: Use the Directional buttons. +| Action | Control | +|----------------------------------------------------|-------------------------------------------------------------------------------------------| +| **Change the current active item** | Use the arrow keys | +| **Change the current tab** | Use the Page up and Page down keys (Fn + Up and Fn + Down keys respectively for MacOS) | +| **Display the current active item independently of the debug window** | Press the right Shift key | -To change the current tab: +### Xbox Controller -* **Keyboard**: Use the Page up and Page down keys (Fn + Up and Fn + Down keys respectively for MacOS). -* **Xbox controller**: Use the Left Bumper and Right Bumper. -* **PlayStation controller**: Use the L1 button and R1 button. +| Action | Control | +|----------------------------------------------------|-------------------------------------------------------------------------------------------| +| **Change the current active item** | Use the Directional pad (D-Pad) | +| **Change the current tab** | Use the Left Bumper and Right Bumper | +| **Display the current active item independently of the debug window** | Press the X button | -To display the current active item independently of the debug window: +### PlayStation Controller -* **Keyboard**: Press the right Shift key. -* **Xbox controller**: Press the X button. -* **PlayStation controller**: Press the Square button. +| Action | Control | +|----------------------------------------------------|-------------------------------------------------------------------------------------------| +| **Change the current active item** | Use the Directional buttons | +| **Change the current tab** | Use the L1 button and R1 button | +| **Display the current active item independently of the debug window** | Press the Square button | diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDDynamicShadowAtlas.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDDynamicShadowAtlas.cs index 6bbd75100bd..8d966aa09f8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDDynamicShadowAtlas.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDDynamicShadowAtlas.cs @@ -182,7 +182,7 @@ class BlitCachedShadowPassData public TextureHandle atlasTexture; } - public void BlitCachedIntoAtlas(RenderGraph renderGraph, TextureHandle cachedAtlasTexture, int cachedAtlasSize, Material blitMaterial, string passName, HDProfileId profileID) + public void BlitCachedIntoAtlas(RenderGraph renderGraph, TextureHandle cachedAtlasTexture, Vector2Int cachedAtlasSize, Material blitMaterial, string passName, HDProfileId profileID) { if (m_MixedRequestsPendingBlits.Count > 0) { @@ -190,7 +190,7 @@ public void BlitCachedIntoAtlas(RenderGraph renderGraph, TextureHandle cachedAtl { passData.requestsWaitingBlits = m_MixedRequestsPendingBlits; passData.blitMaterial = blitMaterial; - passData.cachedShadowAtlasSize = new Vector2Int(cachedAtlasSize, cachedAtlasSize); + passData.cachedShadowAtlasSize = cachedAtlasSize; passData.sourceCachedAtlas = builder.ReadTexture(cachedAtlasTexture); passData.atlasTexture = builder.WriteTexture(GetShadowMapDepthTexture(renderGraph)); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs index a00b42c44ae..4bc0a116176 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs @@ -925,14 +925,12 @@ internal void RenderShadows(RenderGraph renderGraph, in ShaderVariablesGlobal gl { // Punctual result.cachedPunctualShadowResult = cachedShadowManager.punctualShadowAtlas.RenderShadows(renderGraph, cullResults, globalCB, hdCamera.frameSettings, "Cached Punctual Lights Shadows rendering"); - cachedShadowManager.punctualShadowAtlas.AddBlitRequestsForUpdatedShadows(m_Atlas); BlitCachedShadows(renderGraph, ShadowMapType.PunctualAtlas); result.punctualShadowResult = m_Atlas.RenderShadows(renderGraph, cullResults, globalCB, hdCamera.frameSettings, "Punctual Lights Shadows rendering"); if (ShaderConfig.s_AreaLights == 1) { cachedShadowManager.areaShadowAtlas.RenderShadowMaps(renderGraph, cullResults, globalCB, hdCamera.frameSettings, "Cached Area Lights Shadows rendering"); - cachedShadowManager.areaShadowAtlas.AddBlitRequestsForUpdatedShadows(m_AreaLightShadowAtlas); BlitCachedShadows(renderGraph, ShadowMapType.AreaLightAtlas); m_AreaLightShadowAtlas.RenderShadowMaps(renderGraph, cullResults, globalCB, hdCamera.frameSettings, "Area Light Shadows rendering"); result.areaShadowResult = m_AreaLightShadowAtlas.BlurShadows(renderGraph); @@ -946,8 +944,6 @@ internal void RenderShadows(RenderGraph renderGraph, in ShaderVariablesGlobal gl { cachedShadowManager.UpdateDirectionalCacheTexture(renderGraph); cachedShadowManager.directionalLightAtlas.RenderShadows(renderGraph, cullResults, globalCB, hdCamera.frameSettings, "Cached Directional Lights Shadows rendering"); - - cachedShadowManager.directionalLightAtlas.AddBlitRequestsForUpdatedShadows(m_CascadeAtlas); } BlitCachedShadows(renderGraph, ShadowMapType.CascadedDirectional); } @@ -1043,26 +1039,26 @@ internal static void BindDefaultShadowGlobalResources(RenderGraph renderGraph) void BlitCachedShadows(RenderGraph renderGraph) { - m_Atlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.punctualShadowAtlas.GetOutputTexture(renderGraph), cachedShadowManager.punctualShadowAtlas.width, m_BlitShadowMaterial, "Blit Punctual Mixed Cached Shadows", HDProfileId.BlitPunctualMixedCachedShadowMaps); + m_Atlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.punctualShadowAtlas.GetOutputTexture(renderGraph), new Vector2Int(cachedShadowManager.punctualShadowAtlas.width, cachedShadowManager.punctualShadowAtlas.height), m_BlitShadowMaterial, "Blit Punctual Mixed Cached Shadows", HDProfileId.BlitPunctualMixedCachedShadowMaps); if (cachedShadowManager.DirectionalHasCachedAtlas()) { - m_CascadeAtlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.directionalLightAtlas.GetOutputTexture(renderGraph), cachedShadowManager.directionalLightAtlas.width, m_BlitShadowMaterial, "Blit Directional Mixed Cached Shadows", HDProfileId.BlitDirectionalMixedCachedShadowMaps); + m_CascadeAtlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.directionalLightAtlas.GetOutputTexture(renderGraph), new Vector2Int(cachedShadowManager.directionalLightAtlas.width, cachedShadowManager.directionalLightAtlas.height), m_BlitShadowMaterial, "Blit Directional Mixed Cached Shadows", HDProfileId.BlitDirectionalMixedCachedShadowMaps); } if (ShaderConfig.s_AreaLights == 1) { - m_AreaLightShadowAtlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.areaShadowAtlas.GetOutputTexture(renderGraph), cachedShadowManager.areaShadowAtlas.width, m_BlitShadowMaterial, "Blit Area Mixed Cached Shadows", HDProfileId.BlitAreaMixedCachedShadowMaps); + m_AreaLightShadowAtlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.areaShadowAtlas.GetOutputTexture(renderGraph), new Vector2Int(cachedShadowManager.areaShadowAtlas.width, cachedShadowManager.areaShadowAtlas.height), m_BlitShadowMaterial, "Blit Area Mixed Cached Shadows", HDProfileId.BlitAreaMixedCachedShadowMaps); } } void BlitCachedShadows(RenderGraph renderGraph, ShadowMapType shadowAtlas) { if (shadowAtlas == ShadowMapType.PunctualAtlas) - m_Atlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.punctualShadowAtlas.GetOutputTexture(renderGraph), cachedShadowManager.punctualShadowAtlas.width, m_BlitShadowMaterial, "Blit Punctual Mixed Cached Shadows", HDProfileId.BlitPunctualMixedCachedShadowMaps); + m_Atlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.punctualShadowAtlas.GetOutputTexture(renderGraph), new Vector2Int(cachedShadowManager.punctualShadowAtlas.width, cachedShadowManager.punctualShadowAtlas.height), m_BlitShadowMaterial, "Blit Punctual Mixed Cached Shadows", HDProfileId.BlitPunctualMixedCachedShadowMaps); if (shadowAtlas == ShadowMapType.CascadedDirectional && cachedShadowManager.DirectionalHasCachedAtlas()) - m_CascadeAtlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.directionalLightAtlas.GetOutputTexture(renderGraph), cachedShadowManager.directionalLightAtlas.width, m_BlitShadowMaterial, "Blit Directional Mixed Cached Shadows", HDProfileId.BlitDirectionalMixedCachedShadowMaps); + m_CascadeAtlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.directionalLightAtlas.GetOutputTexture(renderGraph), new Vector2Int(cachedShadowManager.directionalLightAtlas.width, cachedShadowManager.directionalLightAtlas.height), m_BlitShadowMaterial, "Blit Directional Mixed Cached Shadows", HDProfileId.BlitDirectionalMixedCachedShadowMaps); if (shadowAtlas == ShadowMapType.AreaLightAtlas && ShaderConfig.s_AreaLights == 1) - m_AreaLightShadowAtlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.areaShadowAtlas.GetShadowMapDepthTexture(renderGraph), cachedShadowManager.areaShadowAtlas.width, m_BlitShadowMaterial, "Blit Area Mixed Cached Shadows", HDProfileId.BlitAreaMixedCachedShadowMaps); + m_AreaLightShadowAtlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.areaShadowAtlas.GetShadowMapDepthTexture(renderGraph), new Vector2Int(cachedShadowManager.areaShadowAtlas.width, cachedShadowManager.areaShadowAtlas.height), m_BlitShadowMaterial, "Blit Area Mixed Cached Shadows", HDProfileId.BlitAreaMixedCachedShadowMaps); } } } diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md index 4350c2e09d2..a71ab396a26 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md @@ -1,6 +1,6 @@ # Building your Project for Closed platforms -If you have a license to develop games for Closed platforms that require you to meet the confidentiality and legal agreements of the platform provider, then see the relevant developer forums for a link to the console specific render pipeline package. +If you have a license to develop games for Closed platforms that require you to meet the confidentiality and legal agreements of the platform provider, then refer to the relevant developer forums for a link to the console specific render pipeline package. ## Platform package installation @@ -9,4 +9,4 @@ Closed platform packages are not available in the package registry or the Packag To install a Closed platform package: 1. Download the package from the relevant platform developer forum. -2. Use the Package Manager to install the package locally. For information on how to install packages locally, see [Installing a local package](https://docs.unity3d.com/Manual/upm-ui-local.html). +2. Use the Package Manager to install the package locally. For information on how to install packages locally, refer to [Installing a local package](https://docs.unity3d.com/Manual/upm-ui-local.html). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/light-inspector.png b/Packages/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/light-inspector.png deleted file mode 100644 index 125f15ca015..00000000000 Binary files a/Packages/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/light-inspector.png and /dev/null differ diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md b/Packages/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md index eda64b78f06..ab5375572af 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md @@ -1,6 +1,6 @@ # Installing the Universal Render Pipeline into an existing Project -You can download and install the latest version of the Universal Render Pipeline (URP) to your existing Project via the [Package Manager system](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@latest/index.html), and then install it into your Project. If you don’t have an existing Project, see documentation on [how to start a new URP Project from a Template](creating-a-new-project-with-urp.md). +You can download and install the latest version of the Universal Render Pipeline (URP) to your existing Project via the [Package Manager system](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@latest/index.html), and then install it into your Project. If you don’t have an existing Project, refer to documentation on [how to start a new URP Project from a Template](creating-a-new-project-with-urp.md). ## Before you begin diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md b/Packages/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md index c620389469d..ad3eee7d0f9 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md @@ -7,4 +7,4 @@ To use the Universal Render Pipeline (URP), you can start a new Project or upgra **Note:** URP does not currently support custom post-processing effects. If your Project uses custom post-processing effects, these cannot currently be recreated in URP. Custom post-processing effects will be supported in a forthcoming release of URP. -**Note:** Projects made using URP are not compatible with the High Definition Render Pipeline (HDRP) or the Built-in Render Pipeline. Before you start development, you must decide which render pipeline to use in your Project. For information on choosing a render pipeline, see [the Render Pipelines section of the Unity Manual](https://docs.unity3d.com/2019.3/Documentation/Manual/render-pipelines.html). +**Note:** Projects made using URP are not compatible with the High Definition Render Pipeline (HDRP) or the Built-in Render Pipeline. Before you start development, you must decide which render pipeline to use in your Project. For information on choosing a render pipeline, refer to [the Render Pipelines section of the Unity Manual](https://docs.unity3d.com/2019.3/Documentation/Manual/render-pipelines.html). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Panini-Projection.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Panini-Projection.md index 4b4cfae0c6e..9e11c2be2f0 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Panini-Projection.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Panini-Projection.md @@ -8,7 +8,7 @@ This effect helps you to render perspective views in Scenes with a very large field of view. Panini projection is a cylindrical projection, which means that it keeps vertical straight lines straight and vertical. Unlike other cylindrical projections, panini projection keeps radial lines through the center of the image straight too. -For more information about panini projection, see PanoTools’ wiki documentation on [General Panini Projection](https://wiki.panotools.org/The_General_Panini_Projection). +For more information about panini projection, refer to PanoTools’ wiki documentation on [General Panini Projection](https://wiki.panotools.org/The_General_Panini_Projection). ## Using Panini Projection diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-White-Balance.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-White-Balance.md index a10ca8442ac..bb3f3070ad9 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-White-Balance.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-White-Balance.md @@ -15,5 +15,5 @@ The White Balance component applies a white balance effect that removes unrealis | **Property** | **Description** | | --------------- | ------------------------------------------------------------ | -| **Temperature** | Use the slider to set the white balance to a custom color temperature. Higher values result in a warmer color temperature and lower values result in a colder color temperature. See [Wikipedia: Color balance](https://en.wikipedia.org/wiki/Color_balance) for more information about color temperature. | +| **Temperature** | Use the slider to set the white balance to a custom color temperature. Higher values result in a warmer color temperature and lower values result in a colder color temperature. For more information, refer to [Wikipedia: Color balance](https://en.wikipedia.org/wiki/Color_balance) for more information about color temperature. | | **Tint** | Use the slider to compensate for a green or magenta tint. | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md b/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md index 0cab4f22bbc..b5660876df1 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md @@ -12,6 +12,7 @@ * [Scene Templates](scene-templates.md) * [Quality Settings in URP](birp-onboarding/quality-settings-location.md) * [Change Quality settings with code](quality/quality-settings-through-code.md) + * [Configure settings with the URP Config package](URP-Config-Package.md) * [Understand performance](understand-performance.md) * [Configure for better performance](configure-for-better-performance.md) * [Render Pipeline Concepts](urp-concepts.md) @@ -53,12 +54,13 @@ * [Rendering](rendering-in-universalrp.md) * [Rendering Layers](features/rendering-layers.md) * [Lighting](lighting.md) + * [Lighting in URP](lighting/lighting-in-urp.md) * [Light component reference](light-component.md) - * [Lighting Mode](urp-lighting-mode.md) * [The Universal Additional Light Data component](universal-additional-light-data.md) + * [Lighting Mode](urp-lighting-mode.md) * [Shadows in the Universal Render Pipeline](Shadows-in-URP.md) * [Reflection probes](lighting/reflection-probes.md) - * [Lens Flare asset](shared/lens-flare/lens-flare-asset.md) + * [Lens Flare Data Asset](shared/lens-flare/lens-flare-asset.md) * [Cameras](cameras.md) * [Cameras in URP](cameras/camera-differences-in-urp.md) * [Understand camera render order](cameras-advanced.md) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/URP-Config-Package.md b/Packages/com.unity.render-pipelines.universal/Documentation~/URP-Config-Package.md index a59392410f4..f2e99b5287e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/URP-Config-Package.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/URP-Config-Package.md @@ -1,31 +1,42 @@ -# The Universal Render Pipeline Config package +# Configure settings with the URP Config package -The Universal Render Pipeline (URP) uses a separate [package](https://docs.unity3d.com/Manual/Packages.html) to control the settings of some of its features. +You can use the Universal Render Pipeline (URP) Config package to control some of the settings of URP. Unity automatically adds the package files in the package cache as they are a dependency of URP, but you must make a copy of them in your project before you can use the package. -For example, you can use it to: +The URP Config Package currently only changes one setting which is the maximum number of visible lights URP renders when you use the Forward+ Rendering Path. For more information, refer to [Change the maximum number of visible lights](rendering/forward-plus-rendering-path.md#change-the-maximum-number-of-visible-lights). -* Change the max number of visible light. +## Set up the URP Config package -## Using the URP Config package +To create a usable copy of the URP Config package in your project, do the following: -To use the URP Config package in your URP Project, you need to create a local copy of it and make your Project's package manifest reference it like so: +1. In the **Project** window, right-click **Assets** and select **Show in Explorer** (MacOS: **Reveal in Finder**). +2. Go to `/Library/PackageCache/`. +3. Copy the `com.unity.render-pipelines.universal-config@[versionnumber]` folder to the `Packages` folder. +4. Rename the copied folder to `com.unity.render-pipelines.universal-config`. -* In your Project's directory, move and rename the folder "**/Library/PackageCache/com.unity.render-pipelines.universal-config@[versionnumber]**" to "**/Packages/com.unity.render-pipelines.universal-config**". +The URP Config package is now ready for use in your project. -**Note**: Using the Package Manager to upgrade your URP package does not automatically upgrade the local config package. To manually upgrade the local config package: +## Configure URP with the URP Config package -1. Make a copy of your current config package. -2. Delete the **com.unity.render-pipelines.universal-config** folder in your **Packages/** folder. -3. Copy again the folder from the **Library/PackageCache/** like mentionned above. -4. Apply your modifications by hand to the new config package. +You can edit the `ShaderConfig.cs` file to configure the properties of your URP project. If you edit this file, you must also update the equivalent `ShaderConfig.cs.hlsl` header file so that it mirrors the definitions you set in `ShaderConfig.cs`. -## Configuring URP using the config package +You can update the `ShaderConfig.cs.hlsl` file in two ways: -You can edit the **ShaderConfig.cs** file to configure the properties of your URP Project. If you edit this file, you must also update the equivalent **ShaderConfig.cs.hlsl** header file (which URP Shaders use) so that it mirrors the definitions that you set in **ShaderConfig.cs**. You can update the **ShaderConfig.cs.hlsl** file in two ways. You can either make Unity generate the **ShaderConfig.cs.hlsl** file from the **ShaderConfig.cs** file, which makes sure that the two files are synchronized, or edit the **ShaderConfig.cs.hlsl** file directly, which is faster but it is up to you to synchronize the files when you make changes. +* Manually edit the `ShaderConfig.cs.hlsl` file to mirror the `ShaderConfig.cs` file. This method is faster but more likely to result in an error due to a mistake. +* Use the Editor to generate the `ShaderConfig.cs.hlsl` file from the `ShaderConfig.cs` file, which might take longer than a manual edit but ensures that the two files are synchronized. -To ensure that the two files are synchronized, you should follow the first method. To do this: +To use the Editor to generate the `ShaderConfig.cs.hlsl` file, follow these steps: -1. Go to **Packages > com.unity.render-pipelines.universal-config > Runtime** and open **ShaderConfig.cs**. -2. Edit the values of the properties that you want to change and then save the file. -3. Back in Unity, select **Edit > RenderPipeline > Generate Include Files**. -4. Unity automatically configures your Project and Shaders to use the new configuration. +1. In the **Project** window, go to **Packages** > **Universal RP Config** > **Runtime** and open **ShaderConfig.cs**. +2. Edit the values of the properties you want to change and then save and close the file. +3. In the Editor, select **Edit** > **Rendering** > **Generate Shader Includes**. +4. Unity automatically configures your project and shaders to use the new configuration. + +### Update the URP Config package + +When you use the Package Manager to update your URP package, the Package Manager downloads the latest version of the URP Config package to the `/Library/PackageCache/` folder, but doesn't automatically update the files of the URP Config package in your `Packages` folder. Instead, you need to manually update your copy of the URP Config package in your `Packages` folder and reapply your changes. To do this, use the following steps: + +1. Make a copy of the `com.unity.render-pipelines.universal-config` from your `Packages` folder. You can reference this later when you reapply your changes. +2. Delete the `com.unity.render-pipelines.universal-config` folder in your `Packages` folder. +3. Copy the `com.unity.render-pipelines.universal-config@[versionnumber]` folder again from the `/Library/PackageCache/` folder to your `Packages` folder, as shown above in the [Set up the URP Config package](#set-up-the-urp-config-package) section. +4. Rename the copied folder to `com.unity.render-pipelines.universal-config`. +5. Manually reapply your modifications to the updated copy of the URP Config package. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Volumes.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Volumes.md index bc05fb9ec4f..8ac0d131e7d 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Volumes.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Volumes.md @@ -12,7 +12,7 @@ The Volume component contains the **Mode** property that defines whether the Vol ![Volume Mode property](Images/post-proc/volume-mode-prop.png) -With Mode set to **Global**, Volumes affect the Camera everywhere in the Scene. With Mode set to **Local**, Volumes affect the Camera if the Camera is within the bounds of the Collider. For more information, see [How to use Local Volumes](#volume-local). +With Mode set to **Global**, Volumes affect the Camera everywhere in the Scene. With Mode set to **Local**, Volumes affect the Camera if the Camera is within the bounds of the Collider. For more information, refer to [How to use Local Volumes](#volume-local). You can add a __Volume__ component to any GameObject. A Scene can contain multiple GameObjects with Volume components. You can add multiple Volume components to a GameObject. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/anti-aliasing.md b/Packages/com.unity.render-pipelines.universal/Documentation~/anti-aliasing.md index 7501d5a60ba..ccf4f8ccd95 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/anti-aliasing.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/anti-aliasing.md @@ -59,7 +59,7 @@ To enable MSAA: 1. Open a [URP Asset](universalrp-asset.md) in the Inspector. 2. Navigate to **Quality** > **Anti Aliasing (MSAA)** and select the level of MSAA you want. -For more information on the available settings, see the [MSAA setings in the URP Asset](universalrp-asset.md#quality). +For more information on the available settings, refer to the [MSAA setings in the URP Asset](universalrp-asset.md#quality). > [!NOTE] > On mobile platforms that don't support the [StoreAndResolve](https://docs.unity3d.com/ScriptReference/Rendering.RenderBufferStoreAction.StoreAndResolve.html) store action, if **Opaque Texture** is selected in the **URP Asset**, Unity ignores the **MSAA** property at runtime (as if **MSAA** is set to **Disabled**). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md b/Packages/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md index d666354ac30..2c8ea6874f9 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md @@ -32,13 +32,13 @@ cameraData.renderType = CameraRenderType.Base; Base Camera is the default type of Camera in URP. A Base Camera is a general purpose Camera that renders to a given render target. -To render anything in URP, you must have at least one Base Camera in your Scene. You can have multiple Base Cameras in a Scene. You can use a Base Camera on its own, or you can use it in a [Camera stack](camera-stacking.md). For more information on working with multiple Cameras in URP, see [Working with multiple cameras](cameras-multiple.md). +To render anything in URP, you must have at least one Base Camera in your Scene. You can have multiple Base Cameras in a Scene. You can use a Base Camera on its own, or you can use it in a [Camera stack](camera-stacking.md). For more information on working with multiple Cameras in URP, refer to [Working with multiple cameras](cameras-multiple.md). When you have an active Base Camera in your Scene, this icon appears next to the Camera Gizmo in the Scene view: ![Overlay Camera icon](Images/camera-icon-base.png) -For information on the properties that Unity exposes in the Inspector for a Base Camera, see the [Camera component reference](camera-component-reference.md). +For information on the properties that Unity exposes in the Inspector for a Base Camera, refer to the [Camera component reference](camera-component-reference.md). @@ -73,4 +73,4 @@ Unity hides all of the other unused properties in the Inspector. You can access > [!NOTE] > 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. -For information on the properties that Unity exposes in the Inspector of an Overlay Camera, see the [Camera component reference](camera-component-reference.md). +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). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/faq.md b/Packages/com.unity.render-pipelines.universal/Documentation~/faq.md index 258a9ffce59..f04531233ac 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/faq.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/faq.md @@ -2,7 +2,7 @@ This section answers some frequently asked questions about the Universal Render Pipeline (URP). These questions come from the [General Graphics](https://forum.unity.com/forums/general-graphics.76/) section on our forums, from the [Unity Discord](https://discord.gg/unity) channel, and from our support teams. -For information about the High Definition Render Pipeline (HDRP), see the [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html). +For information about the High Definition Render Pipeline (HDRP), refer to the [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html). ## Can I use URP and HDRP at the same time? @@ -10,7 +10,7 @@ No. They're both built with the Scriptable Render Pipeline (SRP), but their rend ## Can I convert from one pipeline to the other? -You can convert from the Built-in Render Pipeline to URP. To do so, you'll have to re-write your Assets and redo the lighting in your game or app. See this upgrade guide on [installing URP into an existing Project](InstallURPIntoAProject.md). +You can convert from the Built-in Render Pipeline to URP. To do so, you'll have to re-write your Assets and redo the lighting in your game or app. Refer to this upgrade guide on [installing URP into an existing Project](InstallURPIntoAProject.md). You can use our upgrader to [upgrade Built-in Shaders to the URP Shaders](upgrading-your-shaders.md). For custom Shaders, you'll have to upgrade them manually. @@ -49,7 +49,7 @@ You can open bugs by using the [bug reporter system](https://unity3d.com/unity/q ## I’ve upgraded my Project from the Built-in render pipeline to URP, but it’s not running faster. Why? -URP and the Built-in Render Pipeline have different quality settings. While the Built-in Render Pipeline configures many settings in different places like the Quality Settings, Graphics Settings, and Player Settings, all URP settings are stored in the URP Asset. The first thing to do is to check whether your URP Asset settings match the settings your Built-in render pipeline Project. For example, if you disabled MSAA or HDR in your Built-in render pipeline Project, make sure they are disabled in the URP Asset in your URP Project. For advice on configuring URP Assets, see documentation on the [URP Asset](universalrp-asset.md). +URP and the Built-in Render Pipeline have different quality settings. While the Built-in Render Pipeline configures many settings in different places like the Quality Settings, Graphics Settings, and Player Settings, all URP settings are stored in the URP Asset. The first thing to do is to check whether your URP Asset settings match the settings your Built-in render pipeline Project. For example, if you disabled MSAA or HDR in your Built-in render pipeline Project, make sure they are disabled in the URP Asset in your URP Project. For advice on configuring URP Assets, refer to documentation on the [URP Asset](universalrp-asset.md). If, after comparing the settings, you still experience worse performance with URP, please [open a bug report](https://unity3d.com/unity/qa/bug-reporting) and attach your Project. @@ -59,7 +59,7 @@ No. Please [open a bug report](https://unity3d.com/unity/qa/bug-reporting). ## My Project takes a long time to build. Is this expected? -We are looking into how to strip Shader keywords more aggressively. You can help the Shader stripper by disabling features you don’t require for your game in the URP Asset. For more information on settings that affect shader variants and build time, see the [shader stripping documentation](shader-stripping.md). +We are looking into how to strip Shader keywords more aggressively. You can help the Shader stripper by disabling features you don’t require for your game in the URP Asset. For more information on settings that affect shader variants and build time, refer to the [shader stripping documentation](shader-stripping.md). ## How do I set Camera clear flags in URP? diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger.md b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger.md index c1d5ec1cad1..f27a3505dd2 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger.md @@ -4,47 +4,62 @@ The **Rendering Debugger** window lets you visualize various lighting, rendering This section contains the following topics: -* [How to access the Rendering Debugger window](#how-to-access). +* [How to access the Rendering Debugger](#how-to-access). Information on how to access the **Rendering Debugger** window in the Editor, in the Play mode, and at runtime in Development builds. -* [Rendering Debugger window sections](#ui-sections) - - Descriptions of the elements and properties in the **Rendering Debugger** window. - * [Navigation at runtime](#navigation-at-runtime) How to navigate the **Rendering Debugger** interface at runtime. -## How to access the Rendering Debugger window +* [Rendering Debugger window sections](#ui-sections) -The Rendering Debugger window is available in the following modes: + Descriptions of the elements and properties in the **Rendering Debugger** window. -* The Editor. +## How to access the Rendering Debugger -* The Play mode. +The Rendering Debugger window is available in the following modes: -* At runtime in the standalone Unity Player, on any device. The window is only available in **Development builds**. +| Mode | Platform | Availability | How to Open the Rendering Debugger | +| ---------- | -------------- | ------------------------------ | ---------------------------------- | +| Editor | All | Yes (window in the Editor) | Select **Window > Analysis > Rendering Debugger** | +| Play mode | All | Yes (overlay in the Game view) | On a desktop or laptop computer, press **LeftCtrl+Backspace** (**LeftCtrl+Delete** on macOS)
On a console controller, press L3 and R3 (Left Stick and Right Stick) | +| Runtime | Desktop/Laptop | Yes (only in Development builds) | Press **LeftCtrl+Backspace** (**LeftCtrl+Delete** on macOS) | +| Runtime | Console | Yes (only in Development builds) | Press L3 and R3 (Left Stick and Right Stick) | +| Runtime | Mobile | Yes (only in Development builds) | Use a three-finger double tap | -When using the **Rendering Debugger** window in the Development build, clear the **Strip Debug Variants** check box in **Project Settings > Graphics > URP Global Settings**. +To enable all the sections of the **Rendering Debugger** in your built application, disable **Strip Debug Variants** in **Project Settings > Graphics > URP Global Settings**. Otherwise, you can only use the [Display Stats](#display-stats) section. -Use one of the following options to open the **Rendering Debugger** window. +To disable the runtime UI, use the [enableRuntimeUI](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/api/UnityEngine.Rendering.DebugManager.html#UnityEngine_Rendering_DebugManager_enableRuntimeUI) property. -**In the Editor**: +>[!NOTE] +> When using the **Rendering Debugger** window in the Development build, clear the **Strip Debug Variants** check box in **Project Settings > Graphics > URP Global Settings**. -* Select **Window > Analysis > Rendering Debugger**. +## Navigation at runtime -* Press **Ctrl+Backspace** (**Ctrl+Delete** on macOS). +### Keyboard -**In the Play mode or at runtime in a Development build**: +| Action | Control | +|----------------------------------------------------|-------------------------------------------------------------------------------------------| +| **Change the current active item** | Use the arrow keys | +| **Change the current tab** | Use the Page up and Page down keys (Fn + Up and Fn + Down keys respectively for MacOS) | +| **Display the current active item independently of the debug window** | Press the right Shift key | -* On a desktop or laptop computer, press **LeftCtrl+Backspace** (**LeftCtrl+Delete** on macOS). +### Xbox Controller -* On a console controller, press L3 and R3 (Left Stick and Right Stick). +| Action | Control | +|----------------------------------------------------|-------------------------------------------------------------------------------------------| +| **Change the current active item** | Use the Directional pad (D-Pad) | +| **Change the current tab** | Use the Left Bumper and Right Bumper | +| **Display the current active item independently of the debug window** | Press the X button | -* On a mobile device, use a three-finger double tap. +### PlayStation Controller -You can disable the runtime UI using the [enableRuntimeUI](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@14.0/api/UnityEngine.Rendering.DebugManager.html#UnityEngine_Rendering_DebugManager_enableRuntimeUI) property. +| Action | Control | +|----------------------------------------------------|-------------------------------------------------------------------------------------------| +| **Change the current active item** | Use the Directional buttons | +| **Change the current tab** | Use the L1 button and R1 button | +| **Display the current active item independently of the debug window** | Press the Square button | ## Rendering Debugger window sections @@ -107,10 +122,10 @@ The **Bottlenecks** section describes the distribution of the last 60 frames acr If Vsync limited 20 of the 60 most recent frames, the Bottleneck section might appear as follows: -- **CPU** 0.0%: This indicates that HDRP did not render any of the last 60 frames on the CPU. -- **GPU** 66.6%: This indicates that the GPU limited 66.6% of the 60 most recent frames rendered by HDRP. -- **Present Limited** 33.3%: This indicates that presentation constraints (Vsync or the [target framerate](https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html)) limited 33.3% of the last 60 frames. -- **Balanced** 0.0%: This indicates that in the last 60 frames, there were 0 frames where the CPU processing time and GPU processing time were the same. +* **CPU** 0.0%: This indicates that HDRP did not render any of the last 60 frames on the CPU. +* **GPU** 66.6%: This indicates that the GPU limited 66.6% of the 60 most recent frames rendered by HDRP. +* **Present Limited** 33.3%: This indicates that presentation constraints (Vsync or the [target framerate](https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html)) limited 33.3% of the last 60 frames. +* **Balanced** 0.0%: This indicates that in the last 60 frames, there were 0 frames where the CPU processing time and GPU processing time were the same. In this example, the bottleneck is the GPU. @@ -128,14 +143,12 @@ The Detailed Stats section displays the amount of time in milliseconds that each ### Frequently Used -This section contains a selection of properties that users use often. The properties are from the other sections in the Rendering Debugger window. For information about the properties, see the sections [Material](#material), [Lighting](#lighting), and [Rendering](#rendering). +This section contains a selection of properties that users use often. The properties are from the other sections in the Rendering Debugger window. For information about the properties, refer to the sections [Material](#material), [Lighting](#lighting), and [Rendering](#rendering). ### Material The properties in this section let you visualize different Material properties. -![Rendering Debugger, Material section](../Images/rendering-debugger/material-section.png)
*Rendering Debugger, Material section* - #### Material Filters | **Property** | **Description** | @@ -157,11 +170,9 @@ The properties in this section let you visualize different settings and elements #### Lighting Debug Modes -![](../Images/rendering-debugger/lighting-debug-modes.png)
*The Lighting Debug Modes subsection.* - | **Property** | **Description** | | ----------------------- | ------------------------------------------------------------ | -| **Lighting Debug Mode** | Specifies which lighting and shadow information to overlay on-screen to debug. The options are: | +| **Lighting Debug Mode** | Specifies which lighting and shadow information to overlay on-screen to debug. The options are: | | **Lighting Features** | Specifies flags for which lighting features contribute to the final lighting result. Use this to view and debug specific lighting features in your scene. The options are: | ### Rendering @@ -170,8 +181,6 @@ The properties in this section let you visualize different rendering features. #### Rendering Debug -![](../Images/rendering-debugger/rendering-debug.png)
*The Rendering Debug subsection.* - | **Property** | **Description** | | ------------------------------ | ------------------------------------------------------------ | | **Map Overlays** | Specifies which render pipeline texture to overlay on the screen. The options are: | @@ -192,35 +201,3 @@ The properties in this section let you visualize different rendering features. | **  Channels** | Specifies which value to use for the pixel value range validation. The options are:This property only appears if you set **Pixel Validation Mode** to **Highlight Values Outside Range**. | | **   Value Range Min** | The minimum valid color value. Unity highlights color values that are less than this value.

This property only appears if you set **Pixel Validation Mode** to **Highlight Values Outside Range**. | | **   Value Range Max** | The maximum valid color value. Unity highlights color values that are greater than this value.

This property only appears if you set **Pixel Validation Mode** to **Highlight Values Outside Range**. | - -## Navigation at runtime - -This section describes how to navigate the **Rendering Debugger** interface at runtime. - -To change the current active item: - -* **Keyboard**: use the arrow keys. - -* **Touch screen**: tap the arrows next to properties. - -* **Xbox controller**: use the Directional pad (D-Pad). - -* **PlayStation controller**: use the Directional buttons. - -To change the current tab: - -* **Keyboard**: use the Page up and Page down keys (Fn + Up and Fn + Down keys for MacOS). - -* **Touch screen**: tap the arrows next to tab title. - -* **Xbox controller**: use the Left Bumper and Right Bumper. - -* **PlayStation controller**: use the L1 button and R1 button. - -To display the current active item independently of the debug window: - -* **Keyboard**: press the right Shift key. - -* **Xbox controller**: press the X button. - -* **PlayStation controller**: press the Square button. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-layers.md b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-layers.md index e2354bd435d..3cac4ec8d93 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-layers.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-layers.md @@ -6,7 +6,7 @@ For example, in the following illustration, Light `A` affects Sphere `D`, but no ![Light A affects Sphere D, but not Sphere C. Light B affects Sphere C, but not Sphere D.](../Images/lighting/rendering-layers/rendering-layers-example.png) -To read how to implement this example, see section [How to use Rendering Layers](#how-to-rendering-layers). +To read how to implement this example, refer to [How to use Rendering Layers](#how-to-rendering-layers). ## Enable Rendering Layers for Lights diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rp-converter.md b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rp-converter.md index cd961c05746..cdd9b29aef2 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rp-converter.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rp-converter.md @@ -20,7 +20,7 @@ To convert project assets: ![Select converters](../Images/rp-converter/select-converters.png) - For the list of available converters, see the section [Converters](#converters). + For the list of available converters, refer to the section [Converters](#converters). 4. Click **Initialize Converters**. The Render Pipeline Converter preprocesses the assets in the project and shows the list of elements to convert. Select or clear check boxes next to assets to include or exclude them from the conversion process. @@ -156,4 +156,4 @@ To run the example conversion from the command line, use the following command: " -projectPath -batchmode -executeMethod MyUpgradeScript.ConvertBuiltinToURPMaterials ``` -See also: [Unity Editor command line arguments](https://docs.unity3d.com/Manual/EditorCommandLineArguments.html). \ No newline at end of file +For more information, refer to: [Unity Editor command line arguments](https://docs.unity3d.com/Manual/EditorCommandLineArguments.html). \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/index.md b/Packages/com.unity.render-pipelines.universal/Documentation~/index.md index 7a9d7386578..387e36a0c2c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/index.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/index.md @@ -6,14 +6,14 @@ The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, ma ## Requirements -For information about requirements and compatibility, see section [Requirements](requirements.md). +For information about requirements and compatibility, refer to the [Requirements](requirements.md) section. ## What's new in URP -For information on what's new in the latest version of URP, see section [What's new in URP](whats-new/urp-whats-new.md). +For information on what's new in the latest version of URP, refer to [What's new in URP](whats-new/urp-whats-new.md). ## Getting started with URP -For information on starting a new URP Project from scratch, or about installing URP in an existing Unity Project, see [Getting started](InstallingAndConfiguringURP.md). +For information on starting a new URP Project from scratch, or about installing URP in an existing Unity Project, refer to [Getting started](InstallingAndConfiguringURP.md). ## Upgrading -For information on upgrading from a previous version of URP to the current version, or for information about upgrading from the Lightweight Render Pipeline (LWRP) to URP, see [Upgrade guides](upgrade-guides.md). +For information on upgrading from a previous version of URP to the current version, or for information about upgrading from the Lightweight Render Pipeline (LWRP) to URP, refer to the [Upgrade guides](upgrade-guides.md). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md b/Packages/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md index 6eb724f31f3..515a6fedb64 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md @@ -28,7 +28,7 @@ To see the preconfigured effects, select **Post-process Volume** in the Scene. To add extra effects, [add Volume Overrides to the Volume](VolumeOverrides.md#volume-add-override). -To configure location-based post-processing effects, see [How to use Local Volumes](Volumes.md#volume-local). +To configure location-based post-processing effects, refer to [How to use Local Volumes](Volumes.md#volume-local). ### Configuring post-processing in a new URP Scene @@ -44,7 +44,6 @@ To configure post-processing in a new Scene: ![Create new Profile.](Images/post-proc/volume-new-scene-new-profile.png) - 4. Add post-processing effects to the Camera by adding [Volume Overrides](VolumeOverrides.md#volume-add-override) to the Volume component. Now you can use the Volume Override to enable and adjust the settings for the post-processing effect. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/light-component.md b/Packages/com.unity.render-pipelines.universal/Documentation~/light-component.md index 5b8c80334d0..838213bd0f7 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/light-component.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/light-component.md @@ -2,12 +2,11 @@ Lights determine the shading of an object and the shadows it casts. -This page contains information on Light components in the Universal Render Pipeline (URP). For a general introduction to lighting in Unity and examples of common lighting workflows, see [the Lighting section of the Unity Manual](https://docs.unity3d.com/Manual/LightingOverview.html). +This page contains information on Light components in the Universal Render Pipeline (URP). For a general introduction to lighting in Unity and examples of common lighting workflows, refer to [the Lighting section of the Unity Manual](https://docs.unity3d.com/Manual/LightingOverview.html). ## Properties -The Light Inspector includes the following groups of properties: -![](Images/Inspectors/light-inspector.png) +The Light Inspector includes the following groups of properties: * [General](#General) * [Shape](#Shape) @@ -19,52 +18,59 @@ The Light Inspector includes the following groups of properties: | Property:| Function: | |:---|:---| -| __Type__| The current type of light. Possible values are __Directional__, __Point__, __Spot__ and __Area__.| -| __Mode__| Specify the [Light Mode](https://docs.unity3d.com/Manual/LightModes.html) used to determine if and how a light is "baked". Possible modes are __Realtime__, __Mixed__ and __Baked__.| +| **Type**| The current type of light. Possible values are **Directional**, **Point**, **Spot** and **Area**.| +| **Mode**| Specify the [Light Mode](https://docs.unity3d.com/Manual/LightModes.html) used to determine if and how a light is "baked".

Options:
  • **Realtime**
  • **Mixed**
  • **Baked**

**Note**: If **Type** is set to **Area**, this property is automatically set to **Baked**. | ### Shape | Property:| Function: | |:---|:---| -| __Spot Angle__| Define the angle (in degrees) at the base of a spot light’s cone (__Spot__ light only). | +| **Inner/Outer Spot Angle**| The inner and outer angles (in degrees) at the base of a spot light’s cone.

This property is only available when **Type** is set to **Spot**. | +| **Shape** | The shape of the area light.

Available options:
  • **Rectangle**
  • **Disc**

This property is only available when **Type** is set to **Area**. | +|     **Width** | The width of the area light.

**Note**: This property is only available if **Shape** is set to **Rectangle**. | +|     **Height** | The height of the area light.

**Note**: This property is only available if **Shape** is set to **Rectangle**. | +|     **Radius** | The radius of the area light

**Note**: This property is only available if **Shape** is set to **Disc**. | ### Emission | Property:| Function: | |:---|:---| -| __Color__| Use the color picker to set the color of the emitted light. | -| __Intensity__| Set the brightness of the light. The default value for a __Directional__ light is 0.5. The default value for a __Point__, __Spot__ or __Area__ light is 1. | -| __Indirect Multiplier__| Use this value to vary the intensity of indirect light. Indirect light is light that has bounced from one object to another. The __Indirect Multiplier__ defines the brightness of bounced light calculated by the global illumination (GI) system. If you set __Indirect Multiplier__ to a value lower than __1,__ the bounced light becomes dimmer with every bounce. A value higher than __1__ makes light brighter with each bounce. This is useful, for example, when a dark surface in shadow (such as the interior of a cave) needs to be brighter in order to make detail visible. | -| __Range__| Define how far the light emitted from the center of the object travels (__Point__ and __Spot__ lights only). | -| **Cookie** | The RGB texture this Light projects into the scene. Use cookies to create silhouettes or patterned illumination. The texture format to use depends on the type of Light:
• Directional: 2D texture
• Spot: 2D texture
• Point: [cubemap texture](https://docs.unity3d.com/Manual/class-Cubemap.html)

If you enable cookies, URP uses more memory.

**Note**: URP doesn't support light cookies for Area lights.

For more information about light cookies, see [Cookies](https://docs.unity3d.com/Manual/Cookies.html). | -|   **Cookie Size** | The per-axis scale Unity applies to the cookie texture. Use this property to set the size of the cookie.

This property is available only if you set **Type** to **Directional** and assign a texture to **Cookie**. | -|   **Cookie Offset** | The per-axis offset Unity applies to the cookie texture. Use this property to move the cookie without moving the light itself. You can also animate this property to scroll the cookie.

This property is available only if you set **Type** to **Directional** and assign a texture to **Cookie**. | +| **Light Appearance** | Select the method used to create the color of the light.

Available options:
  • **Color**
  • **Filter and Temperature**
| +|     **Color**| The color of the emitted light. Set this property with the color slider.

**Note**: This property is only available if **Light Apperance** is set to **Color**. | +|     **Filter**| The color of the tint for the light source. Set this property with the color slider.

**Note**: This property is only available if **Light Apperance** is set to **Filter and Temperature**. | +|     **Temperature**| The temperature (in Kelvin) of the light. Set this property with the slider or enter a specific value.

**Note**: This property is only available if **Light Apperance** is set to **Filter and Temperature**. | +| **Intensity**| Set the brightness of the light. The default value for a **Directional** light is 0.5. The default value for a **Point**, **Spot** or **Area** light is 1. | +| **Indirect Multiplier**| Use this value to vary the intensity of indirect light. Indirect light is light that has bounced from one object to another. The **Indirect Multiplier** defines the brightness of bounced light calculated by the global illumination (GI) system. If you set **Indirect Multiplier** to a value lower than **1,** the bounced light becomes dimmer with every bounce. A value higher than **1** makes light brighter with each bounce. This is useful, for example, when a dark surface in shadow (such as the interior of a cave) needs to be brighter in order to make detail visible. | +| **Range**| Define how far the light emitted from the center of the object travels (**Point** and **Spot** lights only). | +| **Cookie** | The RGB texture this Light projects into the scene. Use cookies to create silhouettes or patterned illumination. The texture format to use depends on the type of Light:
• Directional: 2D texture
• Spot: 2D texture
• Point: [cubemap texture](https://docs.unity3d.com/Manual/class-Cubemap.html)

**Note**: URP doesn't support light cookies for Area lights.

For more information about light cookies, refer to [Cookies](https://docs.unity3d.com/Manual/Cookies.html). | +|   **Cookie Size** | The per-axis scale Unity applies to the cookie texture. Use this property to set the size of the cookie.

**Note**: This property is available only if you set **Type** to **Directional** and assign a texture to **Cookie**. | +|   **Cookie Offset** | The per-axis offset Unity applies to the cookie texture. Use this property to move the cookie without moving the light itself. You can also animate this property to scroll the cookie.

**Note**: This property is available only if you set **Type** to **Directional** and assign a texture to **Cookie**. | ## Rendering | Property:| Function: | |:---|:---| -| __Render Mode__| Use this drop-down to set the rendering priority of the selected Light. This can affect lighting fidelity and performance (see *Performance Considerations,* below). | -|    Auto| The rendering method is determined at run time, depending on the brightness of nearby lights and the current [Quality](https://docs.unity3d.com/Manual/class-QualitySettings.html) settings. | -|    Important| The light is always rendered at per-pixel quality. Use __Important__ mode only for the most noticeable visual effects (for example, the headlights of a player’s car). | -|    Not Important| The light is always rendered in a faster, vertex/object light mode. | -| __Culling Mask__| Use this to selectively exclude groups of objects from being affected by the Light. For more information, see [Layers](https://docs.unity3d.com/Manual/Layers.html).| - +| **Render Mode**| Use this drop-down to set the rendering priority of the selected Light. This can affect lighting fidelity and performance (refer to the **Performance Considerations** below). | +|    **Auto**| The rendering method is determined at run time, depending on the brightness of nearby lights and the current [Quality](https://docs.unity3d.com/Manual/class-QualitySettings.html) settings. | +|    **Important**| The light is always rendered at per-pixel quality. Use **Important** mode only for the most noticeable visual effects (for example, the headlights of a player’s car). | +|    **Not Important**| The light is always rendered in a faster, vertex/object light mode. | +| **Culling Mask**| Use this to selectively exclude groups of objects from being affected by the Light. For more information, refer to [Layers](https://docs.unity3d.com/Manual/Layers.html).| ## Shadows | Property:| Function: | |:---|:---| -| __Shadow Type__| Determine whether this Light casts Hard Shadows, Soft Shadows, or no shadows at all. See the page [Lights](https://docs.unity3d.com/Manual/class-Light.html) for information on hard and soft shadows. | -|    Baked Shadow Angle| If __Type__ is set to __Directional__ and __Shadow Type__ is set to __Soft Shadows__, this property adds some artificial softening to the edges of shadows and gives them a more natural look. | -|    Baked Shadow Radius| If __Type__ is set to __Point__ or __Spot__ and __Shadow Type__ is set to __Soft Shadows__, this property adds some artificial softening to the edges of shadows and gives them a more natural look. | -|    Realtime Shadows| These properties are available when __Shadow Type__ is set to __Hard Shadows__ or __Soft Shadows__. Use these properties to control real-time shadow rendering settings. | -|        Strength| Use the slider to control how dark the shadows cast by this Light are, represented by a value between 0 and 1. This is set to 1 by default. | -|        Bias| Controls whether to use shadow bias settings from the URP Asset, or whether to define custom shadow bias settings for this Light. Possible values are **Use Pipeline Settings** or **Custom**.| -|        Depth| Controls the distance at which the shadows will be pushed away from the light. Useful for avoiding false self-shadowing artifacts. This property is visible only when **Bias** is set to **Custom**.| -|        Normal| Controls the distance at which the shadow casting surfaces will be shrunk along the surface normal. Useful for avoiding false self-shadowing artifacts. This property is visible only when **Bias** is set to **Custom**.| -|        Near Plane| Use the slider to control the value for the near clip plane when rendering shadows, defined as a value between 0.1 and 10. This value is clamped to 0.1 units or 1% of the light’s __Range__ property, whichever is lower. This is set to 0.2 by default. | -|        Soft Shadows Quality | Select the soft shadows quality. With the **Use Pipeline Settings** option selected Unity uses the value from the URP Asset. Options **Low**, **Medium**, and **High** let you specify the soft shadow quality value for this Light. For more information on the values, see the [Soft Shadows](universalrp-asset.md#soft-shadows) section. | +| **Shadow Type**| Determine whether this Light casts Hard Shadows, Soft Shadows, or no shadows at all. For information on hard and soft shadows, refer to documentation on [Lights](https://docs.unity3d.com/Manual/class-Light.html). | +|    **Baked Shadow Angle** | If **Type** is set to **Directional** and **Shadow Type** is set to **Soft Shadows**, this property adds some artificial softening to the edges of shadows and gives them a more natural look.

**Note**: This property is only available if **Mode** is set to **Mixed** or **Baked**. | +|    **Baked Shadow Radius** | If **Type** is set to **Point** or **Spot** and **Shadow Type** is set to **Soft Shadows**, this property adds some artificial softening to the edges of shadows and gives them a more natural look.

**Note**: This property is only available if **Mode** is set to **Mixed** or **Baked**. | +|    **Realtime Shadows**| These properties are available when **Shadow Type** is set to **Hard Shadows** or **Soft Shadows**. Use these properties to control real-time shadow rendering settings. | +|        **Strength**| Use the slider to control how dark the shadows cast by this Light are, represented by a value between 0 and 1. This is set to 1 by default. | +|        **Bias**| Controls whether to use shadow bias settings from the URP Asset, or whether to define custom shadow bias settings for this Light. Possible values are **Use Pipeline Settings** or **Custom**.| +|        **Depth**| Controls the distance at which the shadows will be pushed away from the light. Useful for avoiding false self-shadowing artifacts. This property is visible only when **Bias** is set to **Custom**.| +|        **Normal**| Controls the distance at which the shadow casting surfaces will be shrunk along the surface normal. Useful for avoiding false self-shadowing artifacts. This property is visible only when **Bias** is set to **Custom**.| +|        **Near Plane**| Use the slider to control the value for the near clip plane when rendering shadows, defined as a value between 0.1 and 10. This value is clamped to 0.1 units or 1% of the light’s **Range** property, whichever is lower. This is set to 0.2 by default. | +|        **Soft** **Shadows** **Quality** | Select the soft shadows quality. With the **Use Pipeline Settings** option selected Unity uses the value from the URP Asset. Options **Low**, **Medium**, and **High** let you specify the soft shadow quality value for this Light. For more information on the values, refer to the [Soft Shadows](universalrp-asset.md#soft-shadows) section. | ## Preset + When using Preset of Light Component, only a subset of properties are supported. Unsupported properties are hidden. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/lighting.md b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting.md index 2c17e5d4272..f2d7e59ab12 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/lighting.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting.md @@ -2,17 +2,15 @@ Using the Universal Render Pipeline (URP), you can achieve realistic lighting that is suitable for a range of art styles. -All of Unity's render pipelines share common lighting functionality, but each render pipeline has some important differences. - -Areas where the Universal Render Pipeline (URP) differs from Unity's common lighting functionality are: - -* The [Light component inspector](light-component.md), which displays some URP-specific controls. -* The [Universal Additional Light Data](universal-additional-light-data.md) component, which allows Unity to store Light-related data that is specific to URP. -* Enlighten Realtime Global Illumination is supported in URP from version 12. For more information, see [Realtime Global Illumination using Enlighten](https://docs.unity3d.com/Manual/realtime-gi-using-enlighten.html). - -For a full comparison of lighting features between Unity's Built-in Render Pipeline and URP, and an up to date list of lighting features that are currently under research, see [this feature comparison chart](universalrp-builtin-feature-comparison.md). - -For a general introduction to lighting in Unity and examples of common lighting workflows, see [the Lighting section of the Unity Manual](https://docs.unity3d.com/Manual/LightingOverview.html). +| Page | Description | +|-|-| +| [Lighting in URP](lighting/lighting-in-urp.md) | Understand the differences between Unity's common lighting functionality and the lighting functionality in URP.| +| [Light component reference](light-component.md) | Understand how each lighting property works in URP. | +| [The Universal Additional Light Data component](universal-additional-light-data.md) | Use the Universal Additional Light Data component to override lighting settings in URP. | +| [Lighting Mode](urp-lighting-mode.md) | Understand which lighting modes URP supports. | +| [Shadows in the URP](Shadows-in-URP.md) | How to work with shadows in URP. | +| [Reflection Probes](lighting/reflection-probes.md) | Configure the URP-specific behavior of Reflection Probes. | +| [Lens Flare Data Asset](shared/lens-flare/lens-flare-asset.md) | Understand how to use the Lens Flare Data Asset in URP. | ## Configure lighting for better performance diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/lighting-in-urp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/lighting-in-urp.md new file mode 100644 index 00000000000..174f905ec2f --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/lighting-in-urp.md @@ -0,0 +1,12 @@ +# Lighting in the Universal Render Pipeline + +All of Unity's render pipelines share common lighting functionality, but each render pipeline has some important differences. + +Areas where the Universal Render Pipeline (URP) differs from Unity's common lighting functionality are: + +* The [Light component inspector](light-component.md), which displays some URP-specific controls. +* The [Universal Additional Light Data](universal-additional-light-data.md) component, which allows Unity to store Light-related data that is specific to URP. + +For a full comparison of lighting features between Unity's Built-in Render Pipeline and URP, and an up to date list of lighting features that are currently under research, check the [Render pipeline feature comparison](https://docs.unity3d.com/Manual/render-pipelines-feature-comparison.html). + +For a general introduction to lighting in Unity and examples of common lighting workflows, refer to the [Lighting section of the Unity Manual](https://docs.unity3d.com/Manual/LightingOverview.html). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/reflection-probes.md b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/reflection-probes.md index 8b7ed5683b0..969d9bbc086 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/reflection-probes.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/reflection-probes.md @@ -2,9 +2,9 @@ This page describes URP-specific behavior of reflection probes. -For general information on reflection probes, see the page [Reflection Probes](https://docs.unity3d.com/Manual/ReflectionProbes.html). +For general information on reflection probes, refer to the page [Reflection Probes](https://docs.unity3d.com/Manual/ReflectionProbes.html). -For examples of how to use reflection probes, see the [Lighting samples in URP Package Samples](../package-sample-urp-package-samples.md#lighting). +For examples of how to use reflection probes, refer to the [Lighting samples in URP Package Samples](../package-sample-urp-package-samples.md#lighting). ## Configuring reflection probe settings diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/lit-shader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/lit-shader.md index ac522415480..f9f9098e120 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/lit-shader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/lit-shader.md @@ -2,7 +2,7 @@ The Lit Shader lets you render real-world surfaces like stone, wood, glass, plastic, and metals in photo-realistic quality. Your light levels and reflections look lifelike and react properly across various lighting conditions, for example bright sunlight, or a dark cave. This Shader uses the most computationally heavy [shading model](shading-model.md) in the Universal Render Pipeline (URP). -For examples of how to use the Lit Shader, see the [Shaders samples in URP Package Samples](package-sample-urp-package-samples.md#shaders). +For examples of how to use the Lit Shader, refer to the [Shaders samples in URP Package Samples](package-sample-urp-package-samples.md#shaders). ## Using the Lit Shader in the Editor @@ -29,7 +29,7 @@ The __Surface Options__ control how URP renders the Material on a screen. | Property | Description | | ------------------- | ------------------------------------------------------------ | -| __Workflow Mode__ | Use this drop-down menu to choose a workflow that fits your Textures, either [__Metallic__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterMetallic.html) and [__Specular__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html).
When you have made your choice, the main Texture options in the rest of the Inspector now follow your chosen workflow. For information on metallic or specular workflows, see [this Manual page for the Standard built-in Shader in Unity](https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html). | +| __Workflow Mode__ | Use this drop-down menu to choose a workflow that fits your Textures, either [__Metallic__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterMetallic.html) and [__Specular__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html).
When you have made your choice, the main Texture options in the rest of the Inspector now follow your chosen workflow. For information on metallic or specular workflows, refer to [this Manual page for the Standard built-in Shader in Unity](https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html). | | __Surface Type__ | Use this drop-down to apply an __Opaque__ or __Transparent__ surface type to the Material. This determines which render pass URP renders the material in. __Opaque__ surface types are always fully visible, regardless of what’s behind them. URP renders opaque Materials first. __Transparent__ surface types are affected by their background, and they can vary according to which type of transparent surface type you choose. URP renders transparent Materials in a separate pass after opaque objects. If you select __Transparent__, the __Blending Mode__ drop-down appears. | | __Blending Mode__ | Select how Unity calculates the color of each pixel of a transparent Material when it blends the Material with the background.

In the context of Blending Modes, Source refers to the transparent Material where the Blending Mode is set and Destination refers to anything that Material overlaps with. | |    Alpha | ![Alpha blending mode example](./Images/blend-modes/blend-mode-alpha.png)
*Alpha blending mode.*

__Alpha__ uses the Material's alpha value to change how transparent an object is. 0 is fully transparent. 255 is fully opaque, this is translated to a value of 1 when used with the blending equations. The Material is always rendered in the Transparent render pass regardless of it's alpha value.
This mode lets you use the [Preserve Specular Lighting](#preserve-specular) property.

Alpha equation:
*OutputRGBA* = (*SourceRGB* × *SourceAlpha*) + *DestinationRGB* × (1 − *SourceAlpha*) | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/materialvariant-URP.md b/Packages/com.unity.render-pipelines.universal/Documentation~/materialvariant-URP.md index 67512b00de9..815cf6672c7 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/materialvariant-URP.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/materialvariant-URP.md @@ -2,4 +2,4 @@ Many of the materials in a game may be variations on a source—outfits with a variety of color schemes, damaged and undamaged versions of scenery, shiny and weathered instances of props. To help you manage and maintain these materials, Material Variants address specific shortcomings of copied materials. -To learn more about this functionality, see [Material Variants](https://docs.unity3d.com/2023.1/Documentation/Manual/materialvariant-landingpage.html). +To learn more about this functionality, refer to [Material Variants](https://docs.unity3d.com/2023.1/Documentation/Manual/materialvariant-landingpage.html). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/package-sample-urp-package-samples.md b/Packages/com.unity.render-pipelines.universal/Documentation~/package-sample-urp-package-samples.md index 88cc721b3ff..f60cb35bc34 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/package-sample-urp-package-samples.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/package-sample-urp-package-samples.md @@ -1,6 +1,6 @@ # URP Package Samples -URP Package Samples is a [package sample](package-samples.md) for the Universal Render Pipeline (URP). It contains example shaders, C# scripts, and other assets you can build upon, use to learn how to use a feature, or use directly in your application. For information on how to import URP Package Samples into your project, see [Importing package samples](package-samples.md#importing-package-samples). +URP Package Samples is a [package sample](package-samples.md) for the Universal Render Pipeline (URP). It contains example shaders, C# scripts, and other assets you can build upon, use to learn how to use a feature, or use directly in your application. For information on how to import URP Package Samples into your project, refer to [Importing package samples](package-samples.md#importing-package-samples). Each example uses its own [URP Asset](universalrp-asset.md) so, if you want to build an example scene, [add the example's URP Asset to your Graphics settings](InstallURPIntoAProject.md#set-urp-active). If you don't do this, Unity might strip shaders or render passes that the example uses. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/package-samples.md b/Packages/com.unity.render-pipelines.universal/Documentation~/package-samples.md index 16941233546..c5c1e479671 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/package-samples.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/package-samples.md @@ -27,4 +27,4 @@ To open a package sample: The package samples that URP provides are: -* URP Package Samples: A collection of example shaders, C# scripts, and other assets you can build upon or use in your application. For more information, see [URP Package Samples](package-sample-urp-package-samples.md). +* URP Package Samples: A collection of example shaders, C# scripts, and other assets you can build upon or use in your application. For more information, refer to [URP Package Samples](package-sample-urp-package-samples.md). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-chromatic-aberration.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-chromatic-aberration.md index a2fa0fe4627..787f99551d2 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-chromatic-aberration.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-chromatic-aberration.md @@ -6,7 +6,7 @@ ![Chromatic Aberration On](Images/post-proc/chromatic-aberration.png)
_Scene with Chromatic Aberration effect turned on._ -Chromatic Aberration creates fringes of color along boundaries that separate dark and light parts of the image. It mimics the color distortion that a real-world camera produces when its lens fails to join all colors to the same point. See Wikipedia: Chromation aberration. +Chromatic Aberration creates fringes of color along boundaries that separate dark and light parts of the image. It mimics the color distortion that a real-world camera produces when its lens fails to join all colors to the same point. For more information, refer to [Wikipedia: Chromatic aberration](https://en.wikipedia.org/wiki/Chromatic_aberration). ## Using Chromatic Aberration diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-depth-of-field.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-depth-of-field.md index ad37f4a3ba6..c35b6be6991 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-depth-of-field.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-depth-of-field.md @@ -1,6 +1,6 @@ # Depth Of Field -The Depth Of Field component applies a depth of field effect, which simulates the focus properties of a camera lens. In real life, a camera can only focus sharply on an object at a specific distance. Objects nearer or farther from the camera are out of focus. The blurring gives a visual cue about an object’s distance, and introduces “bokeh”, which refers to visual artifacts that appear around bright areas of the image as they fall out of focus. To read more about bokeh, see the [Wikipedia article on Bokeh](https://en.wikipedia.org/wiki/Bokeh). +The Depth Of Field component applies a depth of field effect, which simulates the focus properties of a camera lens. In real life, a camera can only focus sharply on an object at a specific distance. Objects nearer or farther from the camera are out of focus. The blurring gives a visual cue about an object’s distance, and introduces “bokeh”, which refers to visual artifacts that appear around bright areas of the image as they fall out of focus. To read more about bokeh, refer to the [Wikipedia article on Bokeh](https://en.wikipedia.org/wiki/Bokeh). The Universal Render Pipeline (URP) has two depth of field modes: @@ -36,7 +36,7 @@ The Universal Render Pipeline (URP) has two depth of field modes: ![](Images/Inspectors/BokehDepthOfField.png) -The **Bokeh** Depth of Field mode closely imitates the effect of a real-life camera. For this reason, the settings are based on real-life camera settings, and offer a number of properties to adjust the diaphragm blades on the Camera. For an introduction to diaphragm blades and how they affect the visual quality of your Camera output, see Improve Photography’s guide [Aperture Blades: How many is best?](https://improvephotography.com/29529/aperture-blades-many-best/). +The **Bokeh** Depth of Field mode closely imitates the effect of a real-life camera. For this reason, the settings are based on real-life camera settings, and offer a number of properties to adjust the diaphragm blades on the Camera. For an introduction to diaphragm blades and how they affect the visual quality of your Camera output, refer to Improve Photography’s guide [Aperture Blades: How many is best?](https://improvephotography.com/29529/aperture-blades-many-best/). | **Property** | **Description** | | ------------------- | ------------------------------------------------------------ | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-ssao.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-ssao.md index 40b0133f3a3..e06a0e6bc4c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-ssao.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-ssao.md @@ -99,7 +99,7 @@ Available options: When you switch between the options **Depth Normals** and **Depth**, there might be a variation in performance, which depends on the target platform and the application. In a wide range of applications the difference in performance is small. In most cases, **Depth Normals** produce a better visual look. -For more information on the Source property, see the section [Implementation details](#implementation-details). +For more information on the Source property, refer to the section [Implementation details](#implementation-details). ### Normal Quality @@ -129,7 +129,7 @@ In some scenarios, the **Depth** option produces results comparable with the **D ![Source: Depth Normals.](Images/post-proc/ssao/ssao-depth-normals.png)
*Source: Depth Normals.* -For more information, see the section [Implementation details](#implementation-details). +For more information, refer to the section [Implementation details](#implementation-details). ### Downsample diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-tonemapping.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-tonemapping.md index 22f4ec940a0..58be32de9a1 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-tonemapping.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-tonemapping.md @@ -1,6 +1,6 @@ # Tonemapping -Tonemapping is the process of remapping the HDR values of an image to a new range of values. Its most common purpose is to make an image with a low dynamic range appear to have a higher range. See Wikipedia: Tone mapping. +Tonemapping is the process of remapping the HDR values of an image to a new range of values. Its most common purpose is to make an image with a low dynamic range appear to have a higher range. For more information, refer to [Wikipedia: Tone mapping](https://en.wikipedia.org/wiki/Tone_mapping). ## Using Tonemapping diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output.md index c4ce64cf336..3155ceadb11 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output.md @@ -47,7 +47,7 @@ As a result, Paper White values determine the brightness of UI elements in HDR m ## Configure HDR Tone Mapping settings -You can select and adjust Tonemapping modes in the [Volume](./../Volumes.md) component settings. You can also adjust some aspects of your HDR Tonemapping configuration with a script (see the [HDROutputSettings API](#the-hdroutputsettings-api)). +You can select and adjust Tonemapping modes in the [Volume](./../Volumes.md) component settings. You can also adjust some aspects of your HDR Tonemapping configuration with a script (refer to the [HDROutputSettings API](#the-hdroutputsettings-api)). After you enable **Allow HDR Display Output**, HDR Tonemapping options become visible in the Volume component. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/post-processing-custom-effect-low-code.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/post-processing-custom-effect-low-code.md index 5dc71d5aa46..2e8f13040f4 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/post-processing-custom-effect-low-code.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/post-processing-custom-effect-low-code.md @@ -42,7 +42,7 @@ You must create a Fullscreen Shader Graph to create a custom post-processing eff Once you've created a compatible Shader Graph and Material, you can use the Material with a Full Screen Pass Renderer Feature to create a custom post-processing effect. 1. In the Project window, select a URP Renderer. -2. In the Inspector, click **Add Renderer Feature** and select **Full Screen Pass Renderer Feature**. For more information on adding Renderer Features see [How to add a Renderer Feature to a Renderer](./../urp-renderer-feature-how-to-add.md). +2. In the Inspector, click **Add Renderer Feature** and select **Full Screen Pass Renderer Feature**. For more information on adding Renderer Features refer to [How to add a Renderer Feature to a Renderer](./../urp-renderer-feature-how-to-add.md). 3. Set the **Post Process Material** to the Material you created with the Fullscreen Shader Graph. 4. Set **Injection Point** to **After Rendering Post Processing**. 5. Set **Requirements** to **Color**. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/quality/quality-settings-through-code.md b/Packages/com.unity.render-pipelines.universal/Documentation~/quality/quality-settings-through-code.md index ccddfe8cead..c4943727414 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/quality/quality-settings-through-code.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/quality/quality-settings-through-code.md @@ -131,7 +131,7 @@ You can create more complex systems and sequences of checks to determine which q You can change some properties of the URP Asset at runtime with C# scripts. This can help fine tune performance on devices with hardware that doesn't perfectly match any of the quality levels in your project. -> **Note**: To change a property of the URP Asset with a C# script, the property must have a `set` method. For more information on these properties see [Accessible Properties](#accessible-properties). +> **Note**: To change a property of the URP Asset with a C# script, the property must have a `set` method. For more information on these properties refer to [Accessible Properties](#accessible-properties). The following example uses the QualityControls script and QualityController object from the [Change Quality Level through code](#change-quality-level-through-code) section, and extends the functionality to locate the active URP Asset and change some of its properties to fit the performance level of the hardware. @@ -338,4 +338,4 @@ The following properties of the URP Asset have a `set` method: - useAdaptivePerformance - useSRPBatcher -For more information on these properties, see [Universal Render Pipeline Asset API](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/api/UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.html#properties). +For more information on these properties, refer to [Universal Render Pipeline Asset API](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/api/UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.html#properties). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal.md index e4041953328..025b7dac530 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal.md @@ -6,7 +6,7 @@ With the Decal Renderer Feature, Unity can project specific Materials (decals) o ![Sample scene with decals](Images/decal/decal-sample-with.png)
*Sample scene with decals. The decals hide the seams between materials and add artistic details.* -For examples of how to use Decals, see the [Decals samples in URP Package Samples](package-sample-urp-package-samples.md#decals). +For examples of how to use Decals, refer to the [Decals samples in URP Package Samples](package-sample-urp-package-samples.md#decals). ## How to use the feature @@ -24,7 +24,7 @@ The following illustration shows a Decal Projector in the Scene. ![Decal Projector in the Scene.](Images/decal/decal-projector-selected-with-inspector.png) -For more information, see also [Decal Projector component](#decal-projector-component). +For more information, refer to [Decal Projector component](#decal-projector-component). An alternative way to add decals to a Scene: @@ -101,7 +101,7 @@ If you enable **Use Rendering Layers**, URP creates a DepthNormal prepass. This The Decal Projector component lets Unity project decals onto other objects in the Scene. A Decal Projector component must use a Material with the [Decal Shader Graph](decal-shader.md) assigned (`Shader Graphs/Decal`). -For more information on how to use the Decal Projector, see section [How to use the feature](#how-to-use-the-feature). +For more information on how to use the Decal Projector, refer to [How to use the feature](#how-to-use-the-feature). The Decal Projector component contains the Scene view editing tools and the Decal Projector properties. @@ -140,7 +140,7 @@ This section describes the Decal Projector component properties. | __Height__ | The height of the projector bounding box. The projector scales the decal to match this value along the local Y axis. | | __Projection Depth__ | The depth of the projector bounding box. The projector projects decals along the local Z axis. | | __Pivot__ | The offset position of the center of the projector bounding box relative to the origin of the root GameObject. | -| __Material__ | The Material to project. The Material must use a Shader Graph that has the Decal Material type. For more information, see the page [Decal Shader Graph](decal-shader.md). | +| __Material__ | The Material to project. The Material must use a Shader Graph that has the Decal Material type. For more information, refer to the page [Decal Shader Graph](decal-shader.md). | | __Tiling__ | The tiling values for the decal Material along its UV axes. | | __Offset__ | The offset values for the decal Material along its UV axes. | | __Opacity__ | This property lets you specify the opacity value. A value of 0 makes the decal fully transparent, a value of 1 makes the decal as opaque as defined by the __Material__. | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-fullscreen-blit.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-fullscreen-blit.md index b4d3c1e4cda..9781ae79a60 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-fullscreen-blit.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-fullscreen-blit.md @@ -184,7 +184,7 @@ Follow these steps to create a [custom Renderer Feature](https://docs.unity3d.co ![Add Renderer Feature](../Images/how-to/blit/add-renderer-feature.png) - For information on how to add a Renderer Feature, see the page [How to add a Renderer Feature to a Renderer](../urp-renderer-feature-how-to-add.md). + For information on how to add a Renderer Feature, refer to the page [How to add a Renderer Feature to a Renderer](../urp-renderer-feature-how-to-add.md). For this example, set the Intensity property to 1.5. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects.md index 55a6e9c556d..740171cbf3e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects.md @@ -4,7 +4,7 @@ URP draws objects in the **DrawOpaqueObjects** and **DrawTransparentObjects** pa ## How to use the Render Objects Renderer Feature -See: [How to use the Render Objects Renderer Feature](how-to-custom-effect-render-objects.md). +For more information, refer to: [How to use the Render Objects Renderer Feature](how-to-custom-effect-render-objects.md). ## Properties @@ -23,5 +23,5 @@ The Render Objects Renderer Feature contains the following properties. | Material | (Override Mode is set to Material) When rendering an object, Unity replaces the Material assigned to it with this Material. This will override all material properties with this material | | Shader | (Override Mode is set to Shader) When rendering an object, Unity replaces the material assigned to it with this shader. This maintains all material properties and allows the override shader to access these properties. This is currently not SRPBatcher compatible and less performant. | Depth | Selecting this option lets you specify how this Renderer Feature affects or uses the Depth buffer. This option contains the following items:
Write Depth: this option defines whether the Renderer Feature updates the Depth buffer when rendering objects.
Depth Test: the condition which determines when this Renderer Feature renders pixels of a given object. | -| Stencil | With this check box selected, the Renderer processes the Stencil buffer values.
For more information on how Unity works with the Stencil buffer, see [ShaderLab: Stencil](https://docs.unity3d.com/Manual/SL-Stencil.html). | +| Stencil | With this check box selected, the Renderer processes the Stencil buffer values.
For more information on how Unity works with the Stencil buffer, refer to [ShaderLab: Stencil](https://docs.unity3d.com/Manual/SL-Stencil.html). | | Camera | Selecting this option lets you override the following Camera properties:
Field of View: when rendering objects, the Renderer Feature uses this Field of View instead of the value specified on the Camera.
Position Offset: when rendering objects, the Renderer Feature moves them by this offset.
Restore: with this option selected, the Renderer Feature restores the original Camera matrices after executing the render passes in this Renderer Feature. | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/apply-scriptable-feature-to-specific-camera.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/apply-scriptable-feature-to-specific-camera.md index e8e94a33044..1bb9064e88e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/apply-scriptable-feature-to-specific-camera.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/apply-scriptable-feature-to-specific-camera.md @@ -13,7 +13,7 @@ This guide is split into the following sections: ## Prerequisites -This guide assumes that you already have a complete Scriptable Renderer Feature to work with. If you do not, see [How to Create a Custom Renderer Feature](../create-custom-renderer-feature.md). +This guide assumes that you already have a complete Scriptable Renderer Feature to work with. If you do not, refer to [How to Create a Custom Renderer Feature](../create-custom-renderer-feature.md). ## Apply Scriptable Renderer Feature to Game Cameras diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-feature-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-feature-reference.md index 6adb4aeb6d4..ecccb76e058 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-feature-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-feature-reference.md @@ -24,7 +24,7 @@ You can use the following methods within a Scriptable Renderer Pass to handle it | **Method** | **Description** | | ---------- | --------------- | -| `Execute` | Use this method to implement the rendering logic for the Scriptable Renderer Feature.

**Note**: You do not need to call `ScriptableRenderContext.submit`, URP handles this and calls it at specific points in the pipeline. | +| `Execute` | Use this method to implement the rendering logic for the Scriptable Renderer Feature.

**Note**: You must not call `ScriptableRenderContext.Submit` on a command buffer provided by URP. The render pipeline handles this at specific points in the pipeline. | | `OnCameraCleanup` | Use this method to clean up any resources that were allocated during the render pass. | | `OnCameraSetup` | Use this method to configure render targets and their clear state. You can also use it to create temporary render target textures.

**Note**: When this method is empty, the render pass will render to the active camera render target. | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-in-universalrp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-in-universalrp.md index 6451c65b398..9a755381249 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-in-universalrp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-in-universalrp.md @@ -21,7 +21,7 @@ The URP renderer executes a Camera loop for each Camera, which performs the foll 2. Builds data for the renderer 3. Executes a renderer that outputs an image to the framebuffer. -For more information about each step, see [Camera loop](#camera-loop). +For more information about each step, refer to [Camera loop](#camera-loop). In the [RenderPipelineManager](https://docs.unity3d.com/ScriptReference/Rendering.RenderPipelineManager.html) class, URP provides events that you can use to execute code before and after rendering a frame, and before and after rendering each Camera loop. The events are: diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md index 3c3facf63cc..c1b84c5b984 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md @@ -2,7 +2,7 @@ In the Universal Render Pipeline (URP), a Camera can render to the screen or to a [Render Texture](https://docs.unity3d.com/Manual/class-RenderTexture.html). Rendering to a screen is the default and is the most common use case, but rendering to a Render Texture allows you to create effects such as CCTV camera monitors. -If you have a Camera that is rendering to a Render Texture, you must have a second Camera that then renders that Render Texture to the screen. In URP, all Cameras that render to Render Textures perform their render loops before all Cameras that render to the screen. This ensures that the Render Textures are ready to render to the screen. For more information on Camera rendering order in URP, see [Rendering order and overdraw](cameras-advanced.md). +If you have a Camera that is rendering to a Render Texture, you must have a second Camera that then renders that Render Texture to the screen. In URP, all Cameras that render to Render Textures perform their render loops before all Cameras that render to the screen. This ensures that the Render Textures are ready to render to the screen. For more information on Camera rendering order in URP, refer to [Rendering order and overdraw](cameras-advanced.md). ## Render to a Render Texture that renders to the screen diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/deferred-rendering-path.md b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/deferred-rendering-path.md index 6f1e0a258ff..df1e30e5a6e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/deferred-rendering-path.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/deferred-rendering-path.md @@ -6,7 +6,7 @@ URP Universal Renderer supports the following Rendering Paths: * Forward+ * Deferred -For information on differences between the rendering paths, see section [Rendering Path comparison](../urp-universal-renderer.md#rendering-path-comparison). +For information on differences between the rendering paths, refer to [Rendering Path comparison](../urp-universal-renderer.md#rendering-path-comparison). This section describes the Deferred Rendering Path. @@ -40,7 +40,7 @@ The **Accurate G-buffer normals** property lets you configure how Unity encodes * **Accurate G-buffer normals** on: Unity uses the octahedron encoding to store values of normal vectors in the RGB channel of a normal texture. With this encoding, values of normal vectors are more accurate, but the encoding and decoding operations put extra load on the GPU. This option does not support decal normal blending when used with the [Screen Space decal technique](../renderer-feature-decal.md#screen-space-technique). -For more information about this setting, see the section [Encoding of normals in G-buffer](#accurate-g-buffer-normals). +For more information about this setting, refer to the section [Encoding of normals in G-buffer](#accurate-g-buffer-normals). ## Unity Player system requirements @@ -82,7 +82,7 @@ This field is a bit field that contains Material flags: Bits 4-7 are reserved for future use. -For more technical details, see the file `/ShaderLibrary/UnityGBuffer.hlsl`. +For more technical details, refer to the file `/ShaderLibrary/UnityGBuffer.hlsl`. **Specular** @@ -100,7 +100,7 @@ This field contains the baked occlusion value from the baked lighting. For real- **Normal** -This field contains the world space normals encoded in 24 bits. For information on the encoding of normals, see section [Encoding of normals in G-buffer](#accurate-g-buffer-normals). +This field contains the world space normals encoded in 24 bits. For information on the encoding of normals, refer to [Encoding of normals in G-buffer](#accurate-g-buffer-normals). **Smoothness** @@ -132,7 +132,7 @@ The Subtractive and the Shadow mask modes are optimized for the Forward Renderin Unity adds this render target to the G-buffer layout when the Use Rendering Layers option is enabled (URP Asset, **Lighting** > **Use Rendering Layers**). -Using Rendering Layers might have an impact on the GPU performance. For more information, see the page [Rendering Layers](../features/rendering-layers.md#performance). +Using Rendering Layers might have an impact on the GPU performance. For more information, refer to the page [Rendering Layers](../features/rendering-layers.md#performance). **Depth as Color** @@ -146,7 +146,7 @@ The format of the Depth as Color render target is `GraphicsFormat.R32_SFloat`. **DepthStencil** -Unity reserves the four highest bits of this render target to mark the Material type. See also [URP Pass tags: UniversalMaterialType](../urp-shaders/urp-shaderlab-pass-tags.md#universalmaterialtype). +Unity reserves the four highest bits of this render target to mark the Material type. For more information, refer to [URP Pass tags: UniversalMaterialType](../urp-shaders/urp-shaderlab-pass-tags.md#universalmaterialtype). For this render target, Unity selects either the `D32F_S8` format, or the `D24S8` format depending on the platform. @@ -321,9 +321,9 @@ Examples of such shaders: * **Baked Lit** and **Unlit**: these shaders do not calculate real-time lighting, that's why Unity renders them into the Emissive/GI/Lighting buffer directly during the Forward-only pass. This is faster than evaluating the shaders in the Deferred rendering (stencil) pass. -* **Custom shaders**: Unity renders the shaders that do not declare the Pass tags required by the Deferred Rendering Path as Forward-only. The required Pass tags are: `LightMode`, and `UniversalMaterialType`. For more information, see [URP Pass tags](../urp-shaders/urp-shaderlab-pass-tags.md). +* **Custom shaders**: Unity renders the shaders that do not declare the Pass tags required by the Deferred Rendering Path as Forward-only. The required Pass tags are: `LightMode`, and `UniversalMaterialType`. For more information, refer to [URP Pass tags](../urp-shaders/urp-shaderlab-pass-tags.md). -Unity renders Materials with such shaders in the Forward Rendering Path. For the SSAO Renderer Feature to be able to calculate ambient occlusion for the Materials using the **Complex Lit** shader, Unity must render such Materials in the depth and normal prepass first. This is because Unity does not render those Materials in the G-buffer pass (GBufferPass). For more information, see [URP Pass tags](../urp-shaders/urp-shaderlab-pass-tags.md). +Unity renders Materials with such shaders in the Forward Rendering Path. For the SSAO Renderer Feature to be able to calculate ambient occlusion for the Materials using the **Complex Lit** shader, Unity must render such Materials in the depth and normal prepass first. This is because Unity does not render those Materials in the G-buffer pass (GBufferPass). For more information, refer to [URP Pass tags](../urp-shaders/urp-shaderlab-pass-tags.md). #### General implementation notes @@ -385,7 +385,7 @@ To indicate that Unity must render a certain Material in the Forward-only Pass i To specify the shader lighting model (Lit, SimpleLit), use the `UniversalMaterialType` tag. -For more information, see the section [URP Pass tags: LightMode](../urp-shaders/urp-shaderlab-pass-tags.md#lightmode). +For more information, refer to the section [URP Pass tags: LightMode](../urp-shaders/urp-shaderlab-pass-tags.md#lightmode). ## Limitations and performance @@ -421,7 +421,7 @@ In the Deferred Rendering Path, the Baked Indirect Lighting mode provides better URP implements the Rendering Layers feature that lets you configure which Lights in a Scene affect specific meshes. Lights assigned to a specific Rendering Layer only affect the meshes assigned to the same Rendering Layer. -For more information on Rendering Layers, see the page [Rendering Layers](../features/rendering-layers.md). +For more information on Rendering Layers, refer to the page [Rendering Layers](../features/rendering-layers.md). **Performance impact** @@ -431,4 +431,4 @@ The Rendering Layers feature requires an extra G-buffer render target to store t In the Forward Rendering Path, the [Layers](https://docs.unity3d.com/Manual/Layers.html) feature lets you tell Unity to render specific meshes with a specific set of Lights. The [Layers](https://docs.unity3d.com/Manual/Layers.html) feature uses the culling mask system. -The Deferred Rendering Path cannot use the layer system with light culling masks, because the shading is deferred to a later stage in the rendering loop (see the **Deferred rendering (stencil)** step in the [Deferred Rendering Path render Passes](#render-passes) table.) +The Deferred Rendering Path cannot use the layer system with light culling masks, because the shading is deferred to a later stage in the rendering loop (refer to the **Deferred rendering (stencil)** step in the [Deferred Rendering Path render Passes](#render-passes) table.) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/forward-plus-rendering-path.md b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/forward-plus-rendering-path.md index bae6fbc7096..26f901d7e81 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/forward-plus-rendering-path.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/forward-plus-rendering-path.md @@ -12,7 +12,7 @@ The Forward+ Rendering Path has the following advantages compared with the Forwa * More flexibility with procedural draws. -See also: [Rendering Path comparison](../urp-universal-renderer.md#rendering-path-comparison). +For more information, refer to: [Rendering Path comparison](../urp-universal-renderer.md#rendering-path-comparison). ## How to select the Forward+ Rendering Path diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/requirements.md b/Packages/com.unity.render-pipelines.universal/Documentation~/requirements.md index ea633aac970..071a2be005e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/requirements.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/requirements.md @@ -27,8 +27,8 @@ You can install a different version of a graphics package from disk using the Pa ## Render pipeline compatibility -Projects made using URP are not compatible with the High Definition Render Pipeline (HDRP) or the Built-in Render Pipeline. Before you start development, you must decide which render pipeline to use in your Project. For information on choosing a render pipeline, see the [Render Pipelines](https://docs.unity3d.com/2019.3/Documentation/Manual/render-pipelines.html) section of the Unity Manual. +Projects made using URP are not compatible with the High Definition Render Pipeline (HDRP) or the Built-in Render Pipeline. Before you start development, you must decide which render pipeline to use in your Project. For information on choosing a render pipeline, refer to the [Render Pipelines](https://docs.unity3d.com/2019.3/Documentation/Manual/render-pipelines.html) section of the Unity Manual. ## Unity Player system requirements -This package does not add any extra platform-specific requirements. General system requirements for the Unity Player apply. For more information on Unity system requirements, see [System requirements for Unity](https://docs.unity3d.com/Manual/system-requirements.html). +This package does not add any extra platform-specific requirements. General system requirements for the Unity Player apply. For more information on Unity system requirements, refer to [System requirements for Unity](https://docs.unity3d.com/Manual/system-requirements.html). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/scene-templates.md b/Packages/com.unity.render-pipelines.universal/Documentation~/scene-templates.md index bba1ff87a1b..a9a89faf693 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/scene-templates.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/scene-templates.md @@ -1,6 +1,6 @@ # Universal Render Pipeline Scene Templates -You can use [Scene Templates](https://docs.unity3d.com/Manual/scene-templates.html) to quickly create scenes that include pre-configured URP-specific settings and post-processing effects. For information on how to create a new scene from a Scene Template, see [Creating a new scene from the New Scene dialog](https://docs.unity3d.com/Manual/scenes-working-with.html#creating-a-new-scene-from-the-new-scene-dialog). +You can use [Scene Templates](https://docs.unity3d.com/Manual/scene-templates.html) to quickly create scenes that include pre-configured URP-specific settings and post-processing effects. For information on how to create a new scene from a Scene Template, refer to [Creating a new scene from the New Scene dialog](https://docs.unity3d.com/Manual/scenes-working-with.html#creating-a-new-scene-from-the-new-scene-dialog). ![](Images/scene-templates.png) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shader-complex-lit.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shader-complex-lit.md index f7e13cbca4c..576809c72b6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shader-complex-lit.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shader-complex-lit.md @@ -31,7 +31,7 @@ The __Surface Options__ control how URP renders the Material on a screen. | Property | Description | | ------------------- | ------------------------------------------------------------ | -| __Workflow Mode__ | Use this drop-down menu to choose a workflow that fits your Textures, either [__Metallic__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterMetallic.html) and [__Specular__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html).
When you have made your choice, the main Texture options in the rest of the Inspector now follow your chosen workflow. For information on metallic or specular workflows, see [this Manual page for the Standard built-in Shader in Unity](https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html). | +| __Workflow Mode__ | Use this drop-down menu to choose a workflow that fits your Textures, either [__Metallic__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterMetallic.html) and [__Specular__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html).
When you have made your choice, the main Texture options in the rest of the Inspector now follow your chosen workflow. For information on metallic or specular workflows, refer to [this Manual page for the Standard built-in Shader in Unity](https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html). | | __Surface Type__ | Use this drop-down to apply an __Opaque__ or __Transparent__ surface type to the Material. This determines which render pass URP renders the material in. __Opaque__ surface types are always fully visible, regardless of what’s behind them. URP renders opaque Materials first. __Transparent__ surface types are affected by their background, and they can vary according to which type of transparent surface type you choose. URP renders transparent Materials in a separate pass after opaque objects. If you select __Transparent__, the __Blending Mode__ drop-down appears. | | __Blending Mode__ | Select how Unity calculates the color of each pixel of a transparent Material when it blends the Material with the background.

In the context of Blending Modes, Source refers to the transparent Material where the Blending Mode is set and Destination refers to anything that Material overlaps with. | |    Alpha | ![Alpha blending mode example](./Images/blend-modes/blend-mode-alpha.png)
*Alpha blending mode.*

__Alpha__ uses the Material's alpha value to change how transparent an object is. 0 is fully transparent. 255 is fully opaque, this is translated to a value of 1 when used with the blending equations. The Material is always rendered in the Transparent render pass regardless of it's alpha value.
This mode lets you use the [Preserve Specular Lighting](#preserve-specular) property.

Alpha equation:
*OutputRGBA* = (*SourceRGB* × *SourceAlpha*) + *DestinationRGB* × (1 − *SourceAlpha*) | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md index 248747ecc5b..04713797625 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md @@ -6,12 +6,12 @@ If you disable features in the [URP Asset](universalrp-asset.md), URP automatica For example, if your project doesn't use shadows for directional lights, by default Unity still includes variants that support directional light shadows in your build. If you disable **Cast Shadows** in the URP Asset, URP strips these variants. -If you want to examine the code that strips shaders in URP, see the `Editor/ShaderPreprocessor.cs` file. The file uses the [IPreprocessShaders](https://docs.unity3d.com/ScriptReference/Build.IPreprocessShaders.html) API. +If you want to examine the code that strips shaders in URP, refer to the `Editor/ShaderPreprocessor.cs` file. The file uses the [IPreprocessShaders](https://docs.unity3d.com/ScriptReference/Build.IPreprocessShaders.html) API. -For more information on stripping shader variants, see the following pages: +For more information on stripping shader variants, refer to the following pages: - [Check how many shader variants you have](https://docs.unity3d.com/Manual/shader-how-many-variants.html). -- See the [standard guidance about shader stripping](https://docs.unity3d.com/Manual/shader-variant-stripping.html), which applies to all render pipelines. +- [Standard guidance about shader stripping](https://docs.unity3d.com/Manual/shader-variant-stripping.html), which applies to all render pipelines. ## Strip feature shader variants diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md index 82e235956b0..1b0592f3302 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md @@ -23,7 +23,7 @@ Lit and custom Lit shaders written for the Built-in Render Pipeline are not comp Unlit shaders written for the Built-in Render Pipeline are compatible with URP. -For information on converting shaders written for the Built-in Render Pipeline to URP shaders, see the page [Converting your shaders](upgrading-your-shaders.md). +For information on converting shaders written for the Built-in Render Pipeline to URP shaders, refer to the page [Converting your shaders](upgrading-your-shaders.md). ## Choosing a shader @@ -47,4 +47,4 @@ To ensure that a Shader is SRP Batcher compatible: * Declare all Material properties in a single CBUFFER called `UnityPerMaterial`. * Declare all built-in engine properties, such as `unity_ObjectToWorld` or `unity_WorldTransformParams`, in a single CBUFFER called `UnityPerDraw`. -For more information on the SRP Batcher, see the page [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html). +For more information on the SRP Batcher, refer to the page [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shading-model.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shading-model.md index d403825880a..f354ca25195 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shading-model.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shading-model.md @@ -29,7 +29,7 @@ The following URP Shaders use Physically Based Shading: **Note:** This shading model is not suitable for low-end mobile hardware. If you’re targeting this hardware, use Shaders with a [Simple Shading](#simple-shading) model. -To read more about Physically Based Rendering, see [this walkthrough by Joe Wilson on Marmoset](https://marmoset.co/posts/physically-based-rendering-and-you-can-too/). +To read more about Physically Based Rendering, refer to [this walkthrough by Joe Wilson on Marmoset](https://marmoset.co/posts/physically-based-rendering-and-you-can-too/). ## Simple shading This shading model is suitable for stylized visuals or for games that run on less powerful platforms. With this shading model, Materials are not truly photorealistic. The Shaders do not conserve energy. This shading model is based on the [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model) model. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-asset.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-asset.md index b156847f801..133e16e6dc7 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-asset.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-asset.md @@ -2,7 +2,7 @@ Unity’s [Scriptable Render Pipeline (SRP)](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html) includes the **Lens Flare Data** asset. You can use this asset to control the appearance of [Lens Flares](lens-flare-component.md) in your scene. This is the SRP equivalent of the Built-in Render Pipeline's [Flare](https://docs.unity3d.com/Manual/class-Flare.html) asset, which is incompatible with SRPs. -For examples of how to use Lens Flares, see the [Lens Flare samples in URP Package Samples](../../package-sample-urp-package-samples.md#lens-flares). +For examples of how to use Lens Flares, refer to the [Lens Flare samples in URP Package Samples](../../package-sample-urp-package-samples.md#lens-flares). To create a Lens Flare Data asset, select **Assets > Create > Lens Flare (SRP)**. To use this asset, assign it to the **Lens Flare Data** property of a [Lens Flare (SRP) component](lens-flare-component.md). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-component.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-component.md index 83612b356b5..88d4a98857a 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-component.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-component.md @@ -17,7 +17,7 @@ To create a lens flare in a scene: 3. Select **Rendering** > **Lens Flare (SRP)**. Currently, the lens flare doesn't render in the scene because the component doesn't reference a Lens Flare (SRP) Data asset in its **Lens Flare Data** property. 4. Create a new Lens Flare (SRP) Data asset (menu: **Assets** > **Create** > **Lens Flare (SRP)**). 5. In the Lens Flare (SRP) component Inspector, assign the new Lens Flare (SRP) Data asset to the **Lens Flare Data** property. -6. Select the Lens Flare (SRP) Data asset and, in the Inspector, add a new element to the **Elements** list. A default white lens flare now renders at the position of the Lens Flare (SRP) component. For information on how to customize how the lens flare looks, see [Lens Flare (SRP) Data](lens-flare-asset.md). +6. Select the Lens Flare (SRP) Data asset and, in the Inspector, add a new element to the **Elements** list. A default white lens flare now renders at the position of the Lens Flare (SRP) component. For information on how to customize how the lens flare looks, refer to [Lens Flare (SRP) Data](lens-flare-asset.md). ## Properties diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md b/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md index 275367762ab..e49a822ef52 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md @@ -7,20 +7,19 @@ The URP Asset controls several graphical features and quality settings for the U You can have multiple URP assets and switch between them. For example, you can have one with Shadows on and one with Shadows off. If you switch between the assets to see the effects, you don’t have to manually toggle the corresponding settings for shadows every time. You cannot, however, switch between HDRP/SRP and URP assets, as the render pipelines are incompatible. - ## UI overview In the URP, you can configure settings for: -- [**Rendering**](#rendering) -- [**Quality**](#quality) -- [**Lighting**](#lighting) -- [**Shadows**](#shadows) -- [**Post-processing**](#post-processing) -- [**Adaptive Performance**](#adaptive-performance) - +* [**Rendering**](#rendering) +* [**Quality**](#quality) +* [**Lighting**](#lighting) +* [**Shadows**](#shadows) +* [**Post-processing**](#post-processing) +* [**Adaptive Performance**](#adaptive-performance) -**Note:** If you have the experimental 2D Renderer enabled (menu: **Graphics Settings** > add the 2D Renderer Asset under **Scriptable Render Pipeline Settings**), some of the options related to 3D rendering in the URP Asset don't have any impact on your final app or game. +> [!NOTE] +> If you have the experimental 2D Renderer enabled (menu: **Graphics Settings** > add the 2D Renderer Asset under **Scriptable Render Pipeline Settings**), some of the options related to 3D rendering in the URP Asset don't have any impact on your final app or game. ### How to show Additional Properties @@ -45,17 +44,17 @@ To show all additional properties in all sections: The **Rendering** settings control the core part of the pipeline rendered frame. -| **Property** | **Description** | -| ----------------------- | ------------------------------------------------------------ | -| **Depth Texture** | Enables URP to create a `_CameraDepthTexture`. URP then uses this [depth texture](https://docs.unity3d.com/Manual/SL-DepthTextures.html) by default for all Cameras in your scene. You can override this for individual cameras in the [Camera Inspector](camera-component-reference.md). | -| **Opaque Texture** | Enable this to create a `_CameraOpaqueTexture` as default for all cameras in your scene. This works like the [GrabPass](https://docs.unity3d.com/Manual/SL-GrabPass.html) in the built-in render pipeline. The **Opaque Texture** provides a snapshot of the scene right before URP renders any transparent meshes. You can use this in transparent Shaders to create effects like frosted glass, water refraction, or heat waves. You can override this for individual cameras in the [Camera Inspector](camera-component-reference.md). | -| **Opaque Downsampling** | Set the sampling mode on the opaque texture to one of the following:
**None**: Produces a copy of the opaque pass in the same resolution as the camera.
**2x Bilinear**: Produces a half-resolution image with bilinear filtering.
**4x Box**: Produces a quarter-resolution image with box filtering. This produces a softly blurred copy.
**4x Bilinear**: Produces a quarter-resolution image with bi-linear filtering. | -| **Terrain Holes** | If you disable this option, the URP removes all Terrain hole Shader variants when you build for the Unity Player, which decreases build time. | -| **SRP Batcher** | Check this box to enable the SRP Batcher. This is useful if you have many different Materials that use the same Shader. The SRP Batcher is an inner loop that speeds up CPU rendering without affecting GPU performance. When you use the SRP Batcher, it replaces the SRP rendering code inner loop. If both **SRP Batcher** and **Dynamic Batching** are enabled, SRP Batcher will take precedence over dynamic batching as long as the shader is SRP Batcher compatible.

**Note**: If assets or shaders in a project are not optimized for use with the SRP Batcher, low performance devices might be more performant when you disable the SRP Batcher. | -| **Dynamic Batching** | Enable [Dynamic Batching](https://docs.unity3d.com/Manual/DrawCallBatching.html), to make the render pipeline automatically batch small dynamic objects that share the same Material. This is useful for platforms and graphics APIs that do not support GPU instancing. If your targeted hardware does support GPU instancing, disable **Dynamic Batching**. You can change this at run time. | -| **Debug Level** | Set the level of debug information that the render pipeline generates. The values are:
**Disabled**: Debugging is disabled. This is the default.
**Profiling**: Makes the render pipeline provide detailed information tags, which you can find in the FrameDebugger. | -| **Shader Variant Log Level** | Set the level of information about Shader Stripping and Shader Variants you want to display when Unity finishes a build. Values are:
**Disabled**: Unity doesn’t log anything.
**Only Universal**: Unity logs information for all of the [URP Shaders](shaders-in-universalrp.md).
**All**: Unity logs information for all Shaders in your build.
You can check the information in Console panel when your build has finished. | -| **Store Actions** | Defines if Unity discards or stores the render targets of the DrawObjects Passes. Selecting the **Store** option significantly increases the memory bandwidth on mobile and tile-based GPUs.
**Auto**: Unity uses the **Discard** option by default, and falls back to the **Store** option if it detects any injected Passes.
**Discard**: Unity discards the render targets of render Passes that are not reused later (lower memory bandwidth).
**Store**: Unity stores all render targets of each Pass (higher memory bandwidth). | +| Property | Description | +| -------- | ----------- | +| **Depth Texture** | Enables URP to create a `_CameraDepthTexture`. URP then uses this [depth texture](https://docs.unity3d.com/Manual/SL-DepthTextures.html) by default for all Cameras in your scene. You can override this for individual cameras in the [Camera Inspector](camera-component-reference.md). | +| **Opaque Texture** | Enable this to create a `_CameraOpaqueTexture` as default for all cameras in your scene. This works like the [GrabPass](https://docs.unity3d.com/Manual/SL-GrabPass.html) in the built-in render pipeline.

The **Opaque Texture** provides a snapshot of the scene right before URP renders any transparent meshes. You can use this in transparent Shaders to create effects like frosted glass, water refraction, or heat waves. You can override this for individual cameras in the [Camera Inspector](camera-component-reference.md). | +| **Opaque Downsampling** | Set the sampling mode on the opaque texture to one of the following:
  • **None**: Produces a copy of the opaque pass in the same resolution as the camera.
  • **2x Bilinear**: Produces a half-resolution image with bilinear filtering.
  • **4x Box**: Produces a quarter-resolution image with box filtering. This produces a softly blurred copy.
  • **4x Bilinear**: Produces a quarter-resolution image with bi-linear filtering.
| +| **Terrain Holes** | If you disable this option, the URP removes all Terrain hole Shader variants when you build for the Unity Player, which decreases build time. | +| **SRP Batcher** | Enable the SRP Batcher. This is useful if you have many different Materials that use the same Shader. The SRP Batcher is an inner loop that speeds up CPU rendering without affecting GPU performance. When you use the SRP Batcher, it replaces the SRP rendering code inner loop.

If both **SRP Batcher** and **Dynamic Batching** are enabled, SRP Batcher will take precedence over dynamic batching as long as the shader is SRP Batcher compatible.

**Note**: If assets or shaders in a project are not optimized for use with the SRP Batcher, low performance devices might be more performant when you disable the SRP Batcher. | +| **Dynamic Batching** | Enable [Dynamic Batching](https://docs.unity3d.com/Manual/DrawCallBatching.html), to make the render pipeline automatically batch small dynamic objects that share the same Material. This is useful for platforms and graphics APIs that do not support GPU instancing.

If your targeted hardware does support GPU instancing, disable **Dynamic Batching**. You can change this at run time. | +| **Debug Level** | Set the level of debug information that the render pipeline generates.

Available options:
  • **Disabled**: Debugging is disabled. This is the default.
  • **Profiling**: Makes the render pipeline provide detailed information tags, which you can find in the FrameDebugger.
| +| **Shader Variant Log Level** | Set the level of information about Shader Stripping and Shader Variants you want to display when Unity finishes a build.

Available options:
  • **Disabled**: Unity doesn’t log anything.
  • **Only Universal**: Unity logs information for all of the [URP Shaders](shaders-in-universalrp.md).
  • **All**: Unity logs information for all Shaders in your build.

You can check the information in Console panel when your build has finished. | +| **Store Actions** | Defines if Unity discards or stores the render targets of the DrawObjects Passes.

Available options:
  • **Auto**: Unity uses the **Discard** option by default, and falls back to the **Store** option if it detects any injected Passes.
  • **Discard**: Unity discards the render targets of render Passes that are not reused later (lower memory bandwidth).
  • **Store**: Unity stores all render targets of each Pass. **Store** significantly increases the memory bandwidth on mobile and tile-based GPUs.
| ### Quality @@ -63,21 +62,21 @@ These settings control the quality level of the URP. This is where you can make **Tip:** If you want to have different settings for different hardware, you can configure these settings across multiple Universal Render Pipeline assets, and switch them out as needed. -| Property | Description | -| ---------------- | ------------------------------------------------------------ | -| **HDR** | Enable this to allow rendering in High Dynamic Range (HDR) by default for every camera in your Scene. With HDR, the brightest part of the image can be greater than 1. This gives you a wider range of light intensities, so your lighting looks more realistic. With it, you can still see details and experience less saturation even with bright light. This is useful if you want a wide range of lighting or to use [bloom](https://docs.unity3d.com/Manual/PostProcessing-Bloom.html) effects. If you’re targeting lower-end hardware, you can disable this to skip HDR calculations and get better performance. You can override this for individual cameras in the Camera Inspector. | -|     HDR Precision | The precision of the Camera color buffer in HDR rendering. The 64 bit precision lets you avoid banding artifacts, but requires higher bandwidth and might make sampling slower. Default value: 32 bit. | -| **Anti Aliasing (MSAA)** | Use [Multisample Anti-aliasing](anti-aliasing.md#msaa) by default for every Camera in your Scene while rendering. This softens edges of your geometry, so they’re not jagged or flickering. In the drop-down menu, select how many samples to use per pixel: **2x**, **4x**, or **8x**. The more samples you choose, the smoother your object edges are. If you want to skip MSAA calculations, or you don’t need them in a 2D game, select **Disabled**. You can override this for individual cameras in the Camera Inspector.
**Note:** On mobile platforms that do not support the [StoreAndResolve](https://docs.unity3d.com/ScriptReference/Rendering.RenderBufferStoreAction.StoreAndResolve.html) store action, if **Opaque Texture** is selected in the URP asset, Unity ignores the **Anti Aliasing (MSAA)** property at runtime (as if Anti Aliasing (MSAA) is set to Disabled). | -| **Render Scale** | This slider scales the render target resolution (not the resolution of your current device). Use this when you want to render at a smaller resolution for performance reasons or to upscale rendering to improve quality. This only scales the game rendering. UI rendering is left at the native resolution for the device. | +| Property | Description | +| -------- | ----------- | +| **HDR** | Enable this to allow rendering in High Dynamic Range (HDR) by default for every camera in your scene. With HDR, the brightest part of the image can be greater than 1.

This gives you a wider range of light intensities, so your lighting looks more realistic, such as being able to pick out details and experience less saturation even with bright light. This is useful if you want a wide range of lighting or to use [bloom](https://docs.unity3d.com/Manual/PostProcessing-Bloom.html) effects.

If you’re targeting lower-end hardware, you can disable this to skip HDR calculations and get better performance. You can override this for individual cameras in the Camera Inspector. | +|     **HDR Precision** | The precision of the Camera color buffer in HDR rendering. The 64 bit precision lets you avoid banding artifacts, but requires higher bandwidth and might make sampling slower. Default value: 32 bit. | +| **Anti Aliasing (MSAA)** | Use [Multisample Anti-aliasing](anti-aliasing.md#msaa) by default for every Camera in your scene while rendering. This softens edges of your geometry, so they’re not jagged or flickering. In the drop-down menu, select how many samples to use per pixel: **2x**, **4x**, or **8x**. The more samples you choose, the smoother your object edges are.

If you want to skip MSAA calculations, or you don’t need them in a 2D game, select **Disabled**. You can override this for individual cameras in the Camera Inspector.

**Note**: On mobile platforms that do not support the [StoreAndResolve](https://docs.unity3d.com/ScriptReference/Rendering.RenderBufferStoreAction.StoreAndResolve.html) store action, if **Opaque Texture** is selected in the URP asset, Unity ignores the **Anti Aliasing (MSAA)** property at runtime (as if Anti Aliasing (MSAA) is set to Disabled). | +| **Render Scale** | This slider scales the render target resolution (not the resolution of your current device). Use this when you want to render at a smaller resolution for performance reasons or to upscale rendering to improve quality.

**Note**: This only scales the game rendering. UI rendering is left at the native resolution for the device. | | **Upscaling Filter** | Select which image filter Unity uses when performing the upscaling. Unity performs upscaling when the Render Scale value is less than 1.0. | |     **Automatic** | Unity selects one of the filtering options based on the Render Scale value and the current screen resolution. If integer scaling is possible, Unity selects the Nearest-Neighbor option, otherwise Unity selects the Bilinear option. | |     **Bilinear** | Unity uses the bilinear or linear filtering provided by the graphics API. | |     **Nearest-Neighbor** | Unity uses the nearest-neighbor or point sampling filtering provided by the graphics API. | -|     **FidelityFX Super Resolution 1.0** | Unity uses the AMD FidelityFX Super Resolution 1.0 (FSR) technique to perform upscaling.
Unlike the other Upscaling Filter options, this filter remains active even at a Render Scale value of 1.0. This filter can still improve image quality even when no scaling is occurring. This also makes the transition between scale values 0.99 and 1.0 less noticeable in cases where dynamic resolution scaling is active.
**Note**: This filter is only supported on devices that support Unity shader model 4.5 or higher. On devices that do not support Unity shader model 4.5, Unity uses the **Automatic** option instead. | +|     **FidelityFX Super Resolution 1.0** | Unity uses the AMD FidelityFX Super Resolution 1.0 (FSR) technique to perform upscaling.

Unlike most other Upscaling Filter options, this filter remains active even at a Render Scale value of 1.0. This filter can still improve image quality even when no scaling is occurring. This also makes the transition between scale values 0.99 and 1.0 less noticeable in cases where dynamic resolution scaling is active.

**Note**: This filter is only supported on devices that support Unity shader model 4.5 or higher. On devices that do not support Unity shader model 4.5, Unity uses the **Automatic** option instead. | |     **Override FSR Sharpness** | Unity shows this check box when you select the FSR filter. Selecting this check box lets you specify the intensity of the FSR sharpening pass. | -|     **FSR Sharpness** | Specify the intensity of the FSR sharpening pass. A value of 0.0 provides no sharpening, a value of 1.0 provides maximum sharpness. This option has no effect when FSR is not the active upscaling filter. | -| **LOD Cross Fade** | Use this property to enable or disable the LOD cross-fade. If you disable this option, URP removes all LOD cross-fade shader variants when you build the Unity Player, which decreases the build time . If you target a low-end mobile platform, disable this setting so URP doesn't use alpha testing to fade level of detail (LOD) meshes in and out, which reduces processing time on the GPU. | -| **LOD Cross Fade Dithering Type** | When an [LOD group](https://docs.unity3d.com/Manual/class-LODGroup.html) has **Fade Mode** set to **Cross Fade**, Unity renders the Renderer's LOD meshes with cross-fade blending between them using alpha testing. This property defines the type of LOD cross-fade.
Options:
**Bayer Matrix**: better performance than the Blue Noise option, but has a repetitive pattern.
**Blue Noise**: uses a precomputed blue noise texture and provides a better look than the Bayer Matrix option, but has a slightly higher performance cost. | +|     **FSR Sharpness** | Specify the intensity of the FSR sharpening pass. A value of 0.0 provides no sharpening, a value of 1.0 provides maximum sharpness.

**Note**: This option has no effect when FSR is not the active upscaling filter. | +| **LOD Cross Fade** | Use this property to enable or disable the LOD cross-fade. If you disable this option, URP removes all LOD cross-fade shader variants when you build the Unity Player, which decreases the build time. | +| **LOD Cross Fade Dithering Type** | When an [LOD group](https://docs.unity3d.com/Manual/class-LODGroup.html) has **Fade Mode** set to **Cross Fade**, Unity renders the Renderer's LOD meshes with cross-fade blending between them using alpha testing. This property defines the type of LOD cross-fade.

Available options:
  • **Bayer Matrix**: better performance than the Blue Noise option, but has a repetitive pattern.
  • **Blue Noise**: uses a precomputed blue noise texture and provides a better look than the Bayer Matrix option, but has a slightly higher performance cost.
| ### Lighting @@ -85,19 +84,25 @@ These settings affect the lights in your Scene. If you disable some of these settings, the relevant [keywords](https://docs.unity3d.com/Manual/shader-keywords) are [stripped from the Shader variables](shader-stripping.md). If there are settings that you know for certain you won’t use in your game or app, you can disable them to improve performance and reduce build time. -| Property | Description | -| --------------------- | ------------------------------------------------------------ | -| **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. | -| **Cast Shadows** | Check this box to make the main light cast shadows in your Scene. On lower-end platforms, you can disable this setting to reduce how much memory URP uses, and reduce processing time on the CPU and the GPU. | -| **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. | -| **Mixed Lighting** | When [Mixed Lighting](https://docs.unity3d.com/Manual/LightMode-Mixed.html) is enabled, Unity includes mixed lighting shader variants in the build.| -| **Use Rendering Layers** | With this option selected, you can configure certain Lights to affect only specific GameObjects. For more information on Rendering Layers and how to use them, see the page [Rendering Layers](features/rendering-layers.md). If you enable this setting and you use the Deferred rendering path, URP uses more memory. | -| **Light Cookies** | When enabled, URP includes light cookie shader variants in the build. If you enable this setting, URP uses more memory. Refer to [Light component reference](light-component.md) for more information. | -| **Additional Lights** | Choose whether to add additional lights that supplement your main light. Choose between [Per Vertex](https://docs.unity3d.com/Manual/LightPerformance.html), [Per Pixel](https://docs.unity3d.com/Manual/LightPerformance.html), or **Disabled**. To reduce processing time on the GPU, set to **Disabled**, or **Per Vertex** if you use the Forward or Forward+ rendering path. | -| **Per Object Limit** | This slider sets the limit for how many additional lights can affect each GameObject. | -| **Cast Shadows** | Check this box to make the additional lights cast shadows in your Scene. | -| **Shadow Atlas Resolution** | Control the size of the textures that cast directional shadows for the additional lights. This is a sprite atlas that packs up to 16 shadow maps. High resolutions give sharper, more detailed shadows. If memory or rendering time is an issue, try a lower resolution. | -| **Mixed Lighting** | Enable [Mixed Lighting](https://docs.unity3d.com/Manual/LightMode-Mixed.html) to configure the pipeline to include mixed lighting shader variants in the build. | +| Property | Description | +| -------- | ----------- | +| **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. | +|     **Cast Shadows** | Check this box to make the main light cast shadows in your scene. | +|     **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. | +| **Additional Lights** | Here, you can choose to have additional lights to supplement your main light. Choose between [Per Vertex](https://docs.unity3d.com/Manual/LightPerformance.html), [Per Pixel](https://docs.unity3d.com/Manual/LightPerformance.html), or **Disabled**. | +|     **Per Object Limit** | This slider sets the limit for how many additional lights can affect each GameObject. | +|     **Cast Shadows** | Check this box to make the additional lights cast shadows in your scene. | +|     **Shadow Atlas Resolution** | This controls the size of the textures that cast directional shadows for the additional lights.

This is a sprite atlas that packs up to 16 shadow maps. High resolutions give sharper, more detailed shadows. If memory or rendering time is an issue, try a lower resolution. | +|     **Shadow Resolution Tiers** | Set the resolution of the shadows cast by additional lights at various tiers.

Resolutions must have a value of 128 or greater, and are rounded to the next power of two.

**Note**: This property is only visible when the **Cast Shadows** property is enabled for Additional Lights. | +|     **Cookie Atlas Resolution** | The size of the cookie atlas the additional lights use. All additional lights are packed into a single cookie atlas.

This property is only visible when the **Light Cookies** property is enabled. | +|     **Cookie Atlas Format** | The format of the cookie atlas for additional lights. All additional lights are packed into a single cookie atlas.

Available options:
  • **Grayscale Low**
  • **Grayscale High**
  • **Color Low**
  • **Color High**
  • **Color HDR**
This property is only visible when the **Light Cookies** property is enabled. | +| **Reflection Probes** | Use these properties to control reflection probe settings. | +|     **Probe Blending** | Smooth the transitions between Reflection Probes. For more information, refer to [Reflection Probe Blending](lighting/reflection-probes.md#reflection-probe-blending). | +|     **Box Projection** | Create reflections on objects based on their position within the probe's box, while still using a single probe as the reflection source. For more information, refer to [Advanced Reflection Probe features](xref:AdvancedRefProbe). | +| **Mixed Lighting** | Enable [Mixed Lighting](https://docs.unity3d.com/Manual/LightMode-Mixed.html) to configure the pipeline to include mixed lighting shader variants in the build. | +| **Use Rendering Layers** | With this option selected, you can configure certain Lights to affect only specific GameObjects. For more information on Rendering Layers and how to use them, refer to the documentation on [Rendering Layers](features/rendering-layers.md). | +| **Light Cookies** | Enables [light cookies](https://docs.unity3d.com/Manual/Cookies.html). This property enables **Cookie Atlas Resolution** and **Cookie Atlas Format** for additional lights. | +| **SH Evaluation Mode** | Defines the spherical harmonic (SH) lighting evaluation type.

Available options:
  • **Auto**: Unity selects a mode automatically.
  • **Per Vertex**: Evaluate lighting per vertex.
  • **Mixed**: Evaluate lighting partially per vertex, partially per pixel.
  • **Per Pixel**: Evaluate lighting per pixel.
| ### Shadows @@ -107,38 +112,37 @@ These settings let you configure how shadows look and behave, and find a good ba The **Shadows** section has the following properties. -| Property | Description | -| ---------------- | ----------- | -| **Max Distance** | The maximum distance from the Camera at which Unity renders the shadows. Unity does not render shadows farther than this distance. Increasing the distance reduces the performance.
**Note:** This property is in metric units regardless of the value in the **Working Unit** property. | +| Property | Description | +| -------- | ----------- | +| **Max Distance** | The maximum distance from the Camera at which Unity renders the shadows. Unity does not render shadows farther than this distance.

**Note**: This property is in metric units regardless of the value in the **Working Unit** property. | | **Working Unit** | The unit in which Unity measures the shadow cascade distances. | -| **Cascade Count** | The number of [shadow cascades](https://docs.unity3d.com/Manual/shadow-cascades.html). With shadow cascades, you can avoid crude shadows close to the Camera and keep the Shadow Resolution reasonably low. For more information, see the page [Shadow Cascades](https://docs.unity3d.com/Manual/shadow-cascades.html). Increasing the number of cascades reduces the performance. Cascade settings only affects the main light. | -|     Split 1 | The distance where cascade 1 ends and cascade 2 starts. | -|     Split 2 | The distance where cascade 2 ends and cascade 3 starts. | -|     Split 3 | The distance where cascade 3 ends and cascade 4 starts. | -|     Last Border | The size of the area where Unity fades out the shadows. Unity starts fading out shadows at the distance **Max Distance** - **Last Border**, at **Max Distance** the shadows fade to zero. | +| **Cascade Count** | The number of [shadow cascades](https://docs.unity3d.com/Manual/shadow-cascades.html). With shadow cascades, you can avoid crude shadows close to the Camera and keep the Shadow Resolution reasonably low.

For more information, refer to the documentation on [Shadow Cascades](https://docs.unity3d.com/Manual/shadow-cascades.html). Increasing the number of cascades reduces the performance. Cascade settings only affects the main light. | +|     **Split** **1** | The distance where cascade 1 ends and cascade 2 starts. | +|     **Split** **2** | The distance where cascade 2 ends and cascade 3 starts. | +|     **Split** **3** | The distance where cascade 3 ends and cascade 4 starts. | +|     **Last** **Border** | The size of the area where Unity fades out the shadows. Unity starts fading out shadows at the distance **Max Distance** - **Last Border**, at **Max Distance** the shadows fade to zero. | | **Depth Bias** | Use this setting to reduce [shadow acne](https://docs.unity3d.com/Manual/ShadowPerformance.html). | | **Normal Bias** | Use this setting to reduce [shadow acne](https://docs.unity3d.com/Manual/ShadowPerformance.html). | -| **Soft Shadows** | Select this check box to enable extra processing of the shadow maps to give them a smoother look.
**Performance impact**: high.
When this option is disabled, Unity samples the shadow map once with the default hardware filtering, which reduces processing time on the GPU. | -|     Quality | Select the quality level of soft shadow processing.
Available options:
**Low**: good balance of quality and performance for mobile platforms. Filtering method: 4 PCF taps.
**Medium**: good balance of quality and performance for desktop platforms. Filtering method: 5x5 tent filter. This is the default value.
**High**: best quality, higher performance impact. Filtering method: 7x7 tent filter. | -| **Conservative Enclosing Sphere** | Enable this option to improve shadow frustum culling and prevent Unity from excessively culling shadows in the corners of the shadow cascades.
Disable this option only for compatibility purposes of existing projects created in previous Unity versions.
If you enable this option in an existing project, you might need to adjust the shadows cascade distances because the shadow culling enclosing spheres change their size and position.
**Performance impact**: enabling this option is likely to improve performance, because the option minimizes the overlap of shadow cascades, which reduces the number of redundant static shadow casters. | +| **Soft Shadows** | Select this check box to enable extra processing of the shadow maps to give them a smoother look.
**Performance impact**: High.
When this option is disabled, Unity samples the shadow map once with the default hardware filtering. | +|     **Quality** | Select the quality level of soft shadow processing.

Available options:
  • **Low**: good balance of quality and performance for mobile platforms. Filtering method: 4 PCF taps.
  • **Medium**: good balance of quality and performance for desktop platforms. Filtering method: 5x5 tent filter. This is the default value.
  • **High**: best quality, higher performance impact. Filtering method: 7x7 tent filter.
| +| **Conservative Enclosing Sphere** | Enable this option to improve shadow frustum culling and prevent Unity from excessively culling shadows in the corners of the shadow cascades.

Disable this option only for compatibility purposes of existing projects created in previous Unity versions.

If you enable this option in an existing project, you might need to adjust the shadows cascade distances because the shadow culling enclosing spheres change their size and position.

**Performance impact**: Enabling this option is likely to improve performance, because the option minimizes the overlap of shadow cascades, which reduces the number of redundant static shadow casters. | ### Post-processing This section allows you to fine-tune global post-processing settings. -| Property | Description | -| ---------------- | ------------------------------------------------------------ | -| **Post Processing** | This check box turns post-processing on (check box selected) or off (check box cleared) for the current URP asset.
If you clear this check box, Unity excludes post-processing shaders and textures from the build, unless one of the following conditions is true:
  • Other assets in the build refer to the assets related to post-processing.
  • A different URP asset has the Post Processing property enabled.
| -| **Post Process Data** | The asset containing references to shaders and Textures that the Renderer uses for post-processing.
**Note:** Changes to this property are necessary only for advanced customization use cases. | +| Property | Description | +| -------- | ----------- | | **Grading Mode** | Select the [color grading](https://docs.unity3d.com/Manual/PostProcessing-ColorGrading.html) mode to use for the Project.
  • **High Dynamic Range**: This mode works best for high precision grading similar to movie production workflows. Unity applies color grading before tonemapping.
  • **Low Dynamic Range**: This mode follows a more classic workflow. Unity applies a limited range of color grading after tonemapping.
| -| **LUT Size** | Set the size of the internal and external [look-up textures (LUTs)](https://docs.unity3d.com/Manual/PostProcessing-ColorGrading.html) that the Universal Render Pipeline uses for color grading. Higher sizes provide more precision, but have a potential cost of performance and memory use. You cannot mix and match LUT sizes, so decide on a size before you start the color grading process.
The default value, **32**, provides a good balance of speed and quality. | +| **LUT Size** | Set the size of the internal and external [look-up textures (LUTs)](https://docs.unity3d.com/Manual/PostProcessing-ColorGrading.html) that the Universal Render Pipeline uses for color grading. Higher sizes provide more precision, but have a potential cost of performance and memory use. You cannot mix and match LUT sizes, so decide on a size before you start the color grading process.

The default value, **32**, provides a good balance of speed and quality. | | **Fast sRGB/Linear Conversions** | Select this option to use faster, but less accurate approximation functions when converting between the sRGB and Linear color spaces.| +| **Data Driven Lens Flare** | Allocate the shader variants and memory URP needs for [lens flares](shared/lens-flare/lens-flare-srp-reference.md) effect. | | **Volume Update Mode** | Select how Unity updates Volumes: every frame or when triggered via scripting. If you select **Every Frame**, URP requires more processing time on the CPU. In the Editor, Unity updates Volumes every frame when not in the Play mode. | ### Adaptive Performance This section is available if the Adaptive Performance package is installed in the project. The **Use Adaptive Performance** property lets you enable the Adaptive Performance functionality. -| **Property** | **Description** | -| ----------------------- | ------------------------------------------------------------ | -| **Use Adaptive Performance** | Select this check box to enable the Adaptive Performance functionality, which adjusts the rendering quality at runtime. | +| Property | Description | +| -------- | ----------- | +| **Use Adaptive Performance** | Select this check box to enable the Adaptive Performance functionality, which adjusts the rendering quality at runtime. | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-0-x.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-0-x.md index 4342910eac6..fdd266e4d55 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-0-x.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-0-x.md @@ -8,7 +8,7 @@ This page describes how to upgrade from an older version of the Universal Render ### DepthNormals Pass -Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, see the implementation in `Lit.shader`. +Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, refer to the implementation in `Lit.shader`. ### Screen Space Ambient Occlusion (SSAO) @@ -43,7 +43,7 @@ If you intend to use the SSAO effect with your custom shaders, consider the foll normalizedScreenSpaceUV) ``` -To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, see `Lit.shader`. +To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, refer to `Lit.shader`. If your custom shader implements custom lighting functions, use the function `GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)` to get the `AmbientOcclusionFactor` value for your lighting calculations. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-1-x.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-1-x.md index 3cfb50ba706..0e440a4a44c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-1-x.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-1-x.md @@ -12,7 +12,7 @@ This page describes how to upgrade from an older version of the Universal Render ### DepthNormals Pass -Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, see the implementation in `Lit.shader`. +Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, refer to the implementation in `Lit.shader`. ### Screen Space Ambient Occlusion (SSAO) @@ -47,7 +47,7 @@ If you intend to use the SSAO effect with your custom shaders, consider the foll normalizedScreenSpaceUV) ``` -To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, see `Lit.shader`. +To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, refer to `Lit.shader`. If your custom shader implements custom lighting functions, use the function `GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)` to get the `AmbientOcclusionFactor` value for your lighting calculations. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-11-0-x.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-11-0-x.md index 271298dadbc..f8da96c0a6f 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-11-0-x.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-11-0-x.md @@ -14,7 +14,7 @@ This page describes how to upgrade from an older version of the Universal Render ### DepthNormals Pass -Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, see the implementation in `Lit.shader`. +Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, refer to the implementation in `Lit.shader`. ### Screen Space Ambient Occlusion (SSAO) @@ -49,7 +49,7 @@ If you intend to use the SSAO effect with your custom shaders, consider the foll normalizedScreenSpaceUV) ``` -To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, see `Lit.shader`. +To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, refer to `Lit.shader`. If your custom shader implements custom lighting functions, use the function `GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)` to get the `AmbientOcclusionFactor` value for your lighting calculations. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2021-2.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2021-2.md index f1645731698..92a15aac9f7 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2021-2.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2021-2.md @@ -2,7 +2,7 @@ This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 12.0.x. -For information on converting assets made for a Built-in Render Pipeline project to assets compatible with URP, see the page [Render Pipeline Converter](features/rp-converter.md). +For information on converting assets made for a Built-in Render Pipeline project to assets compatible with URP, refer to the page [Render Pipeline Converter](features/rp-converter.md). ## Upgrading from URP 11.x.x @@ -26,7 +26,7 @@ For information on converting assets made for a Built-in Render Pipeline project ### DepthNormals Pass -Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, see the implementation in `Lit.shader`. +Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, refer to the implementation in `Lit.shader`. ### Screen Space Ambient Occlusion (SSAO) @@ -61,7 +61,7 @@ If you intend to use the SSAO effect with your custom shaders, consider the foll normalizedScreenSpaceUV) ``` -To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, see `Lit.shader`. +To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, refer to `Lit.shader`. If your custom shader implements custom lighting functions, use the function `GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)` to get the `AmbientOcclusionFactor` value for your lighting calculations. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-1.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-1.md index c4d02a71c4d..15067df5940 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-1.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-1.md @@ -2,7 +2,7 @@ This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to URP 13 (Unity 2022.1). -For information on converting assets made for a Built-in Render Pipeline project to assets compatible with URP, see the page [Render Pipeline Converter](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/features/rp-converter.html). +For information on converting assets made for a Built-in Render Pipeline project to assets compatible with URP, refer to the page [Render Pipeline Converter](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/features/rp-converter.html). ## Upgrading from URP 12 (Unity 2021.2) @@ -184,7 +184,7 @@ public class CustomPass : ScriptableRenderPass ### DepthNormals Pass -Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, see the implementation in `Lit.shader`. +Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, refer to the implementation in `Lit.shader`. ### Screen Space Ambient Occlusion (SSAO) @@ -219,7 +219,7 @@ If you intend to use the SSAO effect with your custom shaders, consider the foll normalizedScreenSpaceUV) ``` -To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, see `Lit.shader`. +To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, refer to `Lit.shader`. If your custom shader implements custom lighting functions, use the function `GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)` to get the `AmbientOcclusionFactor` value for your lighting calculations. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-2.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-2.md index 8e303bbcefd..bf2cc6bdc7f 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-2.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-2.md @@ -2,7 +2,7 @@ This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to URP 14 (Unity 2022.2). -For information on converting assets made for a Built-in Render Pipeline project to assets compatible with URP, see the page [Render Pipeline Converter](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/features/rp-converter.html). +For information on converting assets made for a Built-in Render Pipeline project to assets compatible with URP, refer to the page [Render Pipeline Converter](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/features/rp-converter.html). ## Upgrading from URP 13 (Unity 2022.1) @@ -190,7 +190,7 @@ public class CustomPass : ScriptableRenderPass ### DepthNormals Pass -Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, see the implementation in `Lit.shader`. +Starting from version 10.0.x, URP can generate a normal texture called `_CameraNormalsTexture`. To render to this texture in your custom shader, add a Pass with the name `DepthNormals`. For example, refer to the implementation in `Lit.shader`. ### Screen Space Ambient Occlusion (SSAO) @@ -225,7 +225,7 @@ If you intend to use the SSAO effect with your custom shaders, consider the foll normalizedScreenSpaceUV) ``` -To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, see `Lit.shader`. +To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, refer to `Lit.shader`. If your custom shader implements custom lighting functions, use the function `GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)` to get the `AmbientOcclusionFactor` value for your lighting calculations. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md index 50d0301c135..84c084221e8 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md @@ -6,7 +6,7 @@ On this page, you will find information about upgrading from an older version of To build a Project for a console, you need to install an additional package for each platform you want to support. -For more information, see the documentation on [Building for Consoles](Building-For-Consoles.md). +For more information, refer to the documentation on [Building for Consoles](Building-For-Consoles.md). ## Require Depth Texture In previous versions of URP, if post-processing was enabled it would cause the pipeline to always require depth. We have improved the post-processing integration to only require depth from the pipeline when Depth of Field, Motion Blur or SMAA effects are enabled. This improves performance in many cases. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md index c6102452d8c..11bd7f4adf3 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md @@ -2,7 +2,7 @@ This section contains information about upgrading from an older version of the Universal Render Pipeline (URP) to a more recent version, and about upgrading from the Lightweight Render Pipeline (LWRP) to URP. -For information on converting assets made for a Built-in Render Pipeline project to assets compatible with URP, see the page [Render Pipeline Converter](features/rp-converter.md). +For information on converting assets made for a Built-in Render Pipeline project to assets compatible with URP, refer to the page [Render Pipeline Converter](features/rp-converter.md). * [Upgrading to URP 2022.2](upgrade-guide-2022-2.md) * [Upgrading to URP 2022.1](upgrade-guide-2022-1.md) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md index 548483a59d8..d0fbe36e39f 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md @@ -14,7 +14,7 @@ For each Assembly Definition Asset in your Project: * Select the Assembly Defintion Asset * In the Inspector, enable **Use GUIDs** -For information on using Assembly Definition files, see the [documentation on Assembly Definitions](https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html). +For information on using Assembly Definition files, refer to the [documentation on Assembly Definitions](https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html). ## Upgrade process ### Upgrading your version of LWRP diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-global-settings.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-global-settings.md index 41ad6c7cbf2..71fd1786807 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-global-settings.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-global-settings.md @@ -18,8 +18,8 @@ The check boxes in this section define which shader variants Unity strips when y | **Property** | **Description** | | --------------------------| ------------------------------------------------------------ | -| Shader Variant Log Level | Select what information about Shader variants Unity saves in logs when you build your Unity Project.
Options:
• Disabled: Unity doesn't save any shader variant information.
• Only SRP Shaders: Unity saves only shader variant information for URP shaders.
• All Shaders: Unity saves shader variant information for every shader type. | -| 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. | -| Strip Unused Post Processing Variants | When enabled, Unity assumes that the Player does not create new [Volume Profiles](VolumeProfile.md) at runtime. With this assumption, Unity only keeps the shader variants that the existing [Volume Profiles](VolumeProfile.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. | -| 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:
  • Rendering Layers
  • Native Render Pass
  • Reflection Probe Blending
  • Reflection Probe Box Projection
  • SSAO Renderer Feature
  • Decal Renderer Feature
  • Certain post-processing effects
Disable this option only if you see issues in the Player. | -| Strip Screen Coord Override Variants | When enabled, Unity strips Screen Coordinates Override shader variants in Player builds. | +| **Shader Variant Log Level** | Select what information about Shader variants Unity saves in logs when you build your Unity Project.
Options:
• Disabled: Unity doesn't save any shader variant information.
• Only SRP Shaders: Unity saves only shader variant information for URP shaders.
• All Shaders: Unity saves shader variant information for every shader type. | +| **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. | +| **Strip Unused Post Processing Variants** | When enabled, Unity assumes that the Player does not create new [Volume Profiles](VolumeProfile.md) at runtime. With this assumption, Unity only keeps the shader variants that the existing [Volume Profiles](VolumeProfile.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. | +| **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:
  • Rendering Layers
  • Native Render Pass
  • Reflection Probe Blending
  • Reflection Probe Box Projection
  • SSAO Renderer Feature
  • Decal Renderer Feature
  • Certain post-processing effects
Disable this option only if you see issues in the Player. | +| **Strip Screen Coord Override Variants** | When enabled, Unity strips Screen Coordinates Override shader variants in Player builds. | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature.md index c9587493b48..68d3751657c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature.md @@ -2,7 +2,7 @@ A Renderer Feature is an asset that lets you add a built-in effect to a Universal Render Pipeline (URP) Renderer, and configure its behavior. -For examples of how to use Renderer Features, see the [Renderer Features samples in URP Package Samples](package-sample-urp-package-samples.md#renderer-features). +For examples of how to use Renderer Features, refer to the [Renderer Features samples in URP Package Samples](package-sample-urp-package-samples.md#renderer-features). |Page|Description| |-|-| diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/urp-shaderlab-pass-tags.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/urp-shaderlab-pass-tags.md index a291cd38c21..15af44ed179 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/urp-shaderlab-pass-tags.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/urp-shaderlab-pass-tags.md @@ -16,7 +16,7 @@ The `LightMode` tag can have the following values. | :--- | :--- | | **UniversalForward** | The Pass renders object geometry and evaluates all light contributions. URP uses this tag value in the Forward Rendering Path. | | **UniversalGBuffer** | The Pass renders object geometry without evaluating any light contribution. Use this tag value in Passes that Unity must execute in the Deferred Rendering Path. | -| **UniversalForwardOnly** | The Pass renders object geometry and evaluates all light contributions, similarly to when **LightMode** has the **UniversalForward** value. The difference from **UniversalForward** is that URP can use the Pass for both the Forward and the Deferred Rendering Paths.
Use this value if a certain Pass must render objects with the Forward Rendering Path when URP is using the Deferred Rendering Path. For example, use this tag if URP renders a Scene using the Deferred Rendering Path and the Scene contains objects with shader data that does not fit the GBuffer, such as Clear Coat normals.
If a shader must render in both the Forward and the Deferred Rendering Paths, declare two Passes with the `UniversalForward` and `UniversalGBuffer` tag values.
If a shader must render using the Forward Rendering Path regardless of the Rendering Path that the URP Renderer uses, declare only a Pass with the `LightMode` tag set to `UniversalForwardOnly`.
If you use the SSAO Renderer Feature, add a Pass with the `LightMode` tag set to `DepthNormalsOnly`. For more information, see the `DepthNormalsOnly` value. | +| **UniversalForwardOnly** | The Pass renders object geometry and evaluates all light contributions, similarly to when **LightMode** has the **UniversalForward** value. The difference from **UniversalForward** is that URP can use the Pass for both the Forward and the Deferred Rendering Paths.
Use this value if a certain Pass must render objects with the Forward Rendering Path when URP is using the Deferred Rendering Path. For example, use this tag if URP renders a Scene using the Deferred Rendering Path and the Scene contains objects with shader data that does not fit the GBuffer, such as Clear Coat normals.
If a shader must render in both the Forward and the Deferred Rendering Paths, declare two Passes with the `UniversalForward` and `UniversalGBuffer` tag values.
If a shader must render using the Forward Rendering Path regardless of the Rendering Path that the URP Renderer uses, declare only a Pass with the `LightMode` tag set to `UniversalForwardOnly`.
If you use the SSAO Renderer Feature, add a Pass with the `LightMode` tag set to `DepthNormalsOnly`. For more information, refer to the `DepthNormalsOnly` value. | | **DepthNormalsOnly** | Use this value in combination with `UniversalForwardOnly` in the Deferred Rendering Path. This value lets Unity render the shader in the Depth and normal prepass. In the Deferred Rendering Path, if the Pass with the `DepthNormalsOnly` tag value is missing, Unity does not generate the ambient occlusion around the Mesh. | | **Universal2D** | The Pass renders objects and evaluates 2D light contributions. URP uses this tag value in the 2D Renderer. | | **ShadowCaster** | The Pass renders object depth from the perspective of lights into the Shadow map or a depth texture. | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md index 5bd93deb470..8ed78c50009 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md @@ -2,7 +2,7 @@ This page describes the URP Universal Renderer settings. -For more information on rendering in URP, see also [Rendering in the Universal Render Pipeline](rendering-in-universalrp.md). +For more information on rendering in URP, refer to [Rendering in the Universal Render Pipeline](rendering-in-universalrp.md). ## Rendering Paths @@ -27,7 +27,7 @@ The following table shows the differences between the Forward and the Deferred R | Feature | Forward | Forward+ | Deferred | |---------|---------|----------|----------| | Maximum number of real-time lights per object. | 9 | Unlimited. [The per-Camera limit applies](rendering/forward-plus-rendering-path.md). | Unlimited | -| Per-pixel normal encoding | No encoding (accurate normal values). | No encoding (accurate normal values). | Two options:
  • Quantization of normals in G-buffer (loss of accuracy, better performance).
  • Octahedron encoding (accurate normals, might have significant performance impact on mobile GPUs).
For more information, see the section [Encoding of normals in G-buffer](rendering/deferred-rendering-path.md#accurate-g-buffer-normals). | +| Per-pixel normal encoding | No encoding (accurate normal values). | No encoding (accurate normal values). | Two options:
  • Quantization of normals in G-buffer (loss of accuracy, better performance).
  • Octahedron encoding (accurate normals, might have significant performance impact on mobile GPUs).
For more information, refer to the section [Encoding of normals in G-buffer](rendering/deferred-rendering-path.md#accurate-g-buffer-normals). | | MSAA | Yes | Yes | No | | Vertex lighting | Yes | No | No | | Camera stacking | Yes | Yes | Supported with a limitation: Unity renders only the base Camera using the Deferred Rendering Path. Unity renders all overlay Cameras using the Forward Rendering Path. | @@ -72,7 +72,7 @@ This section contains properties related to URP's Native RenderPass API. | Property | Description | |:-|:-| -| **Native RenderPass** | Indicates whether to use URP's Native RenderPass API. When enabled, URP uses this API to structure render passes. As a result, you can use [programmable blending](https://docs.unity3d.com/Manual/SL-PlatformDifferences.html#using-shader-framebuffer-fetch) in custom URP shaders. Enable Native RenderPass if you use Vulkan or Metal graphics APIs, so URP automatically reduces how often it copies render textures into and out of memory. For more information about the RenderPass API, see [ScriptableRenderContext.BeginRenderPass](https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.BeginRenderPass.html).

**Note**: Enabling this property has no effect on OpenGL ES. | +| **Native RenderPass** | Indicates whether to use URP's Native RenderPass API. When enabled, URP uses this API to structure render passes. As a result, you can use [programmable blending](https://docs.unity3d.com/Manual/SL-PlatformDifferences.html#using-shader-framebuffer-fetch) in custom URP shaders. Enable Native RenderPass if you use Vulkan or Metal graphics APIs, so URP automatically reduces how often it copies render textures into and out of memory. For more information about the RenderPass API, refer to [ScriptableRenderContext.BeginRenderPass](https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.BeginRenderPass.html).

**Note**: Enabling this property has no effect on OpenGL ES. | ### Shadows @@ -92,7 +92,7 @@ With this check box selected, the Renderer processes the Stencil buffer values. ![URP Universal Renderer Stencil override](Images/urp-assets/urp-universal-renderer-stencil-on.png) -For more information on how Unity works with the Stencil buffer, see [ShaderLab: Stencil](https://docs.unity3d.com/Manual/SL-Stencil.html). +For more information on how Unity works with the Stencil buffer, refer to [ShaderLab: Stencil](https://docs.unity3d.com/Manual/SL-Stencil.html). In URP, you can use bits 0 to 3 of the stencil buffer for custom rendering effects. This means you can use stencil indices 0 to 15. @@ -108,6 +108,6 @@ This section contains settings related to backwards compatibility. This section contains the list of Renderer Features assigned to the selected Renderer. -For information on how to add a Renderer Feature, see [How to add a Renderer Feature to a Renderer](urp-renderer-feature-how-to-add.md). +For information on how to add a Renderer Feature, refer to [How to add a Renderer Feature to a Renderer](urp-renderer-feature-how-to-add.md). URP contains the pre-built Renderer Feature called [Render Objects](renderer-features/renderer-feature-render-objects.md). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/whats-new/urp-whats-new.md b/Packages/com.unity.render-pipelines.universal/Documentation~/whats-new/urp-whats-new.md index 31b052b9cb2..03997c66a20 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/whats-new/urp-whats-new.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/whats-new/urp-whats-new.md @@ -16,7 +16,7 @@ This Renderer Feature lets you inject full screen render passes at pre-defined i ### Custom post-processing effects -The Full Screen Pass Renderer Feature lets you create custom post-processing effects with minimum coding effort. To read how to create a simple post-processing effect, see the page [How to create a custom post-processing effect](../post-processing/post-processing-custom-effect-low-code.md). +The Full Screen Pass Renderer Feature lets you create custom post-processing effects with minimum coding effort. To read how to create a simple post-processing effect, refer to the page [How to create a custom post-processing effect](../post-processing/post-processing-custom-effect-low-code.md). The following images show a fog effect implemented with a Full Screen Render Pass Renderer Feature. @@ -54,7 +54,7 @@ The Forward+ Rendering Path has the following advantages compared with the Forwa * More flexibility with procedural draws. -For more information, see the page [Forward+ Rendering Path](../rendering/forward-plus-rendering-path.md). +For more information, refer to the page [Forward+ Rendering Path](../rendering/forward-plus-rendering-path.md). ### LOD Cross-fade @@ -64,7 +64,7 @@ As the Camera moves, Unity shows different LODs to provide a good balance betwee ![LOD cross-fade](../Images/whats-new/urp-14/lod-cross-fade.png)
*1: LOD cross-fade off. 2: LOD cross-fade on.* -For more information, see the [LOD Cross Fade](../universalrp-asset.md#lod-cross-fade) property. +For more information, refer to the [LOD Cross Fade](../universalrp-asset.md#lod-cross-fade) property. ### Temporal anti-aliasing (TAA) @@ -114,7 +114,7 @@ Quality improvements: * A new depth test was added to avoid adding SSAO to objects far away from one another. -For more information, see the page [Screen Space Ambient Occlusion](../post-processing-ssao.md). +For more information, refer to the page [Screen Space Ambient Occlusion](../post-processing-ssao.md). ### 64 bit high precision HDR render target format @@ -140,7 +140,7 @@ URP 14 adds two new properties to the Bloom post-processing effect: * **Max Iterations**: set the maximum number of scale iterations (down and up) the bloom effect does. This property replaces the **Skip Iterations** property, which skipped a number of last iterations, but did not limit the maximum number. -For more information, see the page [Bloom](../post-processing-bloom.md). +For more information, refer to the page [Bloom](../post-processing-bloom.md). ### Improvements to the Render Pipeline Converter @@ -202,8 +202,8 @@ Point Lights and Spot Lights now have the **Soft Shadows Quality** property. Opt ## Issues resolved -For a complete list of issues resolved in URP 14, see the [Changelog](xref:changelog). +For a complete list of issues resolved in URP 14, refer to the [Changelog](xref:changelog). ## Known issues -For information on the known issues in URP 14, see the section [Known issues](../known-issues.md). +For information on the known issues in URP 14, refer to the section [Known issues](../known-issues.md). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-unlit-structure.md b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-unlit-structure.md index 9ce2e1c1fe8..5101f96e73c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-unlit-structure.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-unlit-structure.md @@ -129,13 +129,13 @@ A SubShader Tag with a name of `RenderPipeline` tells Unity which render pipelin To execute the same shader in different render pipelines, create multiple SubShader blocks with different `RenderPipeline` tag values. To execute a SubShader block in HDRP, set the `RenderPipeline` tag to `HDRenderPipeline`, to execute it in the Built-in Render Pipeline, set `RenderPipeline` to an empty value. -For more information on SubShader Tags, see [ShaderLab: SubShader Tags](https://docs.unity3d.com/Manual/SL-SubShaderTags.html). +For more information on SubShader Tags, refer to [ShaderLab: SubShader Tags](https://docs.unity3d.com/Manual/SL-SubShaderTags.html). ### Pass block -In this example, there is one Pass block that contains the HLSL program code. For more information on Pass blocks, see [ShaderLab: Pass](https://docs.unity3d.com/Manual/SL-Pass.html). +In this example, there is one Pass block that contains the HLSL program code. For more information on Pass blocks, refer to [ShaderLab: Pass](https://docs.unity3d.com/Manual/SL-Pass.html). -A Pass block can optionally contain a Pass tags block. For more information, see [URP ShaderLab Pass tags](urp-shaders/urp-shaderlab-pass-tags.md). +A Pass block can optionally contain a Pass tags block. For more information, refer to [URP ShaderLab Pass tags](urp-shaders/urp-shaderlab-pass-tags.md). ### HLSLPROGRAM block diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-reconstruct-world-position.md b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-reconstruct-world-position.md index 9fbab1ab57d..106e76793f6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-reconstruct-world-position.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-reconstruct-world-position.md @@ -82,11 +82,11 @@ Make the following changes to the ShaderLab code: For the reconstruction function (`ComputeWorldSpacePosition`) to work, the depth value must be in the normalized device coordinate (NDC) space. In D3D, Z is in range `[0,1]`, in OpenGL, Z is in range `[-1, 1]`. - This example uses the `UNITY_REVERSED_Z` constant to determine the platform and adjust the Z value range. See step 6 in this example for more explanations. + This example uses the `UNITY_REVERSED_Z` constant to determine the platform and adjust the Z value range. Refer to step 6 in this example for more explanations. The `UNITY_NEAR_CLIP_VALUE` variable is a platform independent near clipping plane value for the clip space. - For more information, see [Platform-specific rendering differences](https://docs.unity3d.com/Manual/SL-PlatformDifferences.html). + For more information, refer to [Platform-specific rendering differences](https://docs.unity3d.com/Manual/SL-PlatformDifferences.html). 5. Reconstruct world space positions from the UV and Z coordinates of pixels. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-color.md b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-color.md index 7bf34abf13d..fc2bbf2f77e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-color.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-color.md @@ -23,7 +23,7 @@ Use the Unity shader source file from section [URP unlit basic shader](writing-s 2. When you declare a property in the Properties block, you also need to declare it in the HLSL code. - > __NOTE__: To ensure that the Unity shader is SRP Batcher compatible, declare all Material properties inside a single `CBUFFER` block with the name `UnityPerMaterial`. For more information on the SRP Batcher, see the page [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html). + > __NOTE__: To ensure that the Unity shader is SRP Batcher compatible, declare all Material properties inside a single `CBUFFER` block with the name `UnityPerMaterial`. For more information on the SRP Batcher, refer to the page [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html). Add the following code before the vertex shader: diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-texture.md b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-texture.md index 0a963ae9bb3..d25972690c8 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-texture.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-texture.md @@ -38,7 +38,7 @@ Use the Unity shader source file from section [URP unlit shader with color input 4. For tiling and offset to work, it's necessary to declare the texture property with the `_ST` suffix in the 'CBUFFER' block. The `_ST` suffix is necessary because some macros (for example, `TRANSFORM_TEX`) use it. - > __NOTE__: To ensure that the Unity shader is SRP Batcher compatible, declare all Material properties inside a single `CBUFFER` block with the name `UnityPerMaterial`. For more information on the SRP Batcher, see the page [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html). + > __NOTE__: To ensure that the Unity shader is SRP Batcher compatible, declare all Material properties inside a single `CBUFFER` block with the name `UnityPerMaterial`. For more information on the SRP Batcher, refer to the page [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html). ```c++ CBUFFER_START(UnityPerMaterial) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs index 928b75b95ef..0abb878b0aa 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs @@ -181,10 +181,12 @@ private static void ExecutePass(ScriptableRenderContext context, PassData data, Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (data.m_IsOpaque) ? 1.0f : 0.0f); cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData); - if (data.m_RenderingData.cameraData.xrRendering && data.m_IsActiveTargetBackBuffer) +#if ENABLE_VR && ENABLE_XR_MODULE + if (data.m_RenderingData.cameraData.xr.enabled && data.m_IsActiveTargetBackBuffer) { cmd.SetViewport(data.m_RenderingData.cameraData.xr.GetViewport()); } +#endif // scaleBias.x = flipSign // scaleBias.y = scale diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs index d892aaa340d..cc8a4e7e84f 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs @@ -229,7 +229,19 @@ internal static void FinalBlit( cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, loadAction, storeAction, // color RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); // depth - cmd.Blit(source.nameID, destination.nameID); + + // Necessary to disable the wireframe here, since Vulkan is handling the wireframe differently + // to handle the Terrain "Draw Instanced" scenario (Ono: case-1205332). + if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan) + { + cmd.SetWireframe(false); + cmd.Blit(source, destination); + cmd.SetWireframe(true); + } + else + { + cmd.Blit(source, destination); + } } else if (source.rt == null) Blitter.BlitTexture(cmd, source.nameID, scaleBias, material, passIndex); // Obsolete usage of RTHandle aliasing a RenderTargetIdentifier diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 106f983ad9a..78e566a2fbf 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -473,15 +473,41 @@ protected override void ProcessRenderRequests(ScriptableRenderConte camera.targetTexture = temporaryRT ? temporaryRT : destination; - if (standardRequest != null) - { - Render(context, new Camera[] { camera }); - } - else + + using (ListPool.Get(out var tmp)) { - camera.gameObject.TryGetComponent(out var additionalCameraData); - RenderSingleCameraInternal(context, camera, ref additionalCameraData); + tmp.Add(camera); + if (standardRequest != null) + { + Render(context, tmp.ToArray()); + } + else + { + using (new ProfilingScope(null, Profiling.Pipeline.beginContextRendering)) + { + BeginContextRendering(context, tmp); + } + + using (new ProfilingScope(null, Profiling.Pipeline.beginCameraRendering)) + { + BeginCameraRendering(context, camera); + } + + camera.gameObject.TryGetComponent(out var additionalCameraData); + RenderSingleCameraInternal(context, camera, ref additionalCameraData); + + using (new ProfilingScope(null, Profiling.Pipeline.endCameraRendering)) + { + EndCameraRendering(context, camera); + } + + using (new ProfilingScope(null, Profiling.Pipeline.endContextRendering)) + { + EndContextRendering(context, tmp); + } + } } + if(temporaryRT) { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index 0afb0dfc439..e62e3a05860 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -1300,6 +1300,10 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re m_FinalDepthCopyPass.Setup(m_DepthTexture, k_CameraTarget); m_FinalDepthCopyPass.CopyToDepth = true; m_FinalDepthCopyPass.MssaSamples = 0; + // Turning off unnecessary NRP in Editor because of MSAA mistmatch between CameraTargetDescriptor vs camera backbuffer + // NRP layer considers this being a pass with MSAA samples by checking CameraTargetDescriptor taken from RP asset + // while the camera backbuffer has a single sample + m_FinalDepthCopyPass.useNativeRenderPass = false; EnqueuePass(m_FinalDepthCopyPass); } #endif diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl index ba6efa2240f..586f7976fd8 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl @@ -90,13 +90,7 @@ float SoftParticles(float near, float far, float4 projection) if (near > 0.0 || far > 0.0) { float2 uv = UnityStereoTransformScreenSpaceTex(projection.xy / projection.w); - -#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) - UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) - { - uv = RemapFoveatedRenderingLinearToNonUniform(uv, true); - } -#endif + uv = FoveatedRemapLinearToNonUniform(uv); float rawDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, uv).r; float sceneZ = (unity_OrthoParams.w == 0) ? LinearEyeDepth(rawDepth, _ZBufferParams) : LinearDepthToEyeDepth(rawDepth); @@ -113,13 +107,7 @@ float SoftParticles(float near, float far, ParticleParams params) if (near > 0.0 || far > 0.0) { float2 uv = UnityStereoTransformScreenSpaceTex(params.projectedPosition.xy / params.projectedPosition.w); - -#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) - UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) - { - uv = RemapFoveatedRenderingLinearToNonUniform(uv, true); - } -#endif + uv = FoveatedRemapLinearToNonUniform(uv); float rawDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, uv).r; float sceneZ = (unity_OrthoParams.w == 0) ? LinearEyeDepth(rawDepth, _ZBufferParams) : LinearDepthToEyeDepth(rawDepth); diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Decal.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Decal.md new file mode 100644 index 00000000000..bcd3e81a8ee --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Decal.md @@ -0,0 +1,13 @@ +# Decals +Decals allow you to apply local material modifications to specific places in the world. You might think of things like applying graffiti tags to a wall or scattering fallen leaves below a tree. But decals can be used for a lot more. In these examples, we see decals making things look wet, making surfaces appear to have flowing water across them, projecting water caustics, and blending specific materials onto other objects. + +Decals are available to use in both HDRP and URP, but they need to be enabled in both render pipelines. To use decals, refer to the documentation in both [HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/decals.html) and [URP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/renderer-feature-decal.html). + +#### Material Projection +This decal uses triplanar projection to project a material in 3D space. It projects materials correctly onto any mesh that intersects the decal volume. It can be used to apply terrain materials on to other objects like rocks so that they blend in better with the terrain. +#### Water Caustics +When light shines through rippling water, the water warps and focuses the light, casting really interesting rippling patterns on surfaces under the water. This shader creates these rippling caustic patterns. If you place decals using this shader under your water planes, you’ll get projected caustics that imitate the behavior of light shining through the water. +#### Running Water +This decal creates the appearance of flowing water across whatever surfaces are inside the decal. It can be used on the banks of streams and around waterfalls to support the appearance of water flowing. With material parameters, you can control the speed of the water flow, the opacity of both the wetness and the water, and the strength of the flowing water normals. +#### Water Wetness +The wetness decal makes surfaces look wet by darkening color and increasing smoothness. It uses very simple math and no texture samples so it is very performance efficient. It can be used along the banks of bodies of water to better integrate the water with the environment. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Detail.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Detail.md new file mode 100644 index 00000000000..59de6ba7216 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Detail.md @@ -0,0 +1,255 @@ +# Production Ready Shaders + +The Shader Graph Production Ready Shaders sample is a collection of Shader Graph shader assets that are ready to be used out of the box or modified to suit your needs. You can take them apart and learn from them, or just drop them directly into your project and use them as they are. The sample also includes a step-by-step tutorial for how to combine several of the shaders to create a forest stream environment. + +The sample content is broken into the following categories: + + - **Lit shaders** - Introduces Shader Graph versions of the HDRP and URP Lit shaders. Users often want to modify the Lit shaders but struggle because they’re written in code. Now you can use these instead of starting from scratch. + - **Decal shaders** - Introduces shaders that allow you to enhance and add variety to your environment. Examples include running water, wetness, water caustics, and material projection. + - **Detail shaders** - Introduces shaders that demonstrate how to create efficient [terrain details](https://docs.unity3d.com/Manual/terrain-Grass.html) that render fast and use less texture memory. Examples include clover, ferns, grass, nettle, and pebbles + - **Rock** - A robust, modular rock shader that includes base textures, macro and micro detail, moss projection, and weather effects. + - **Water** - Water shaders for ponds, flowing streams, lakes, and waterfalls. These include depth fog, surface ripples, flow mapping, refraction and surface foam. + - **Post-Process** - Shaders to add post-processing effects to the scene, including edge detection, half tone, rain on the lens, an underwater look, and VHS video tape image degradation. + - **Weather** - Weather effects including rain drops, rain drips, procedural puddles, puddle ripples, and snow + - **Miscellaneous** - A couple of additional shaders - volumetric ice, and level blockout shader. + +## Lit Shaders +Both URP and HDRP come with code-based shaders. The most commonly used shader for each of the SRPs is called Lit. For projects that use it, it’s often applied to just about every mesh in the game. Both the HDRP and URP versions of the Lit shader are very full-featured. However, sometimes users want to add additional features to get just the look they’re trying to achieve, or remove unused features to optimize performance. For users who aren’t familiar with shader code, this can be very difficult. + +For that reason, we’ve included Shader Graph versions of the Lit shader for both URP and HDRP in this sample pack. Users will be able to make a copy of the appropriate Shader Graph Lit shader, and then change any material that’s currently referencing the code version of the Lit shader with the Shader Graph version. All of the material settings will correctly be applied and continue to work. They’ll then be able to make changes to the Shader Graph version as needed. + +Please note that most *but not all* of the features of the code-based shaders are duplicated in the Shader Graph versions. Some lesser-used features may be missing from the Shader Graph versions due to the differences in creating shader with Shader Graph vs creating them with code. + +Also note - If you’re going to use the Lit shader *as is*, we recommend sticking with the code version. Only swap out the shader for the Shader Graph version if you’re making changes. We also recommend removing unused features from the Shader Graph version for better performance. For example, if you’re not using Emissive or Detail Maps, you can remove those parts of the shader (both graph nodes and Blackboard parameters) for faster build times and better performance. The real power of Shader Graph is its flexibility and how easy it is to change, update, and improve shaders. + +#### URP Lit +Just like the code version, this shader offers the Metallic workflow or the Specular workflow. Shaders can be either opaque or transparent, and there are options for Alpha Clipping, Cast Shadows, and Receive Shadows. For the main surface, users can apply a base map, metallic or specular map, normal map, height map, occlusion map, and emission map. Parameters are available to control the strength of the smoothness, height, normal, and occlusion and control the tiling and offset of the textures. + +Users can also add base and normal detail maps and mask off where they appear using the mask map. + +For more details on each of the parameters in the shader, see the [Lit Shader documentation for URP](http://UnityEditor.Rendering.Universal.ShaderGUI.LitShader). + +##### Shader Variant Limit +In order to be able to use this shader, you’ll need to increase the Shader Variant Limit to at least 513. This should be done on both the Shader Graph tab in Project Settings as well as the Shader Graph tab in the Preferences. + +##### Custom Editor GUI +In order to create a more compact and user-friendly GUI in the material, this shader uses the same Custom Editor GUI that the code version of the Lit shader uses. Open the Graph Inspector and look at the Graph Settings. At the bottom of the list, you’ll see the following under Custom Editor GUI: + + UnityEditor.Rendering.Universal.ShaderGUI.LitShader + +This custom GUI script enables the small texture thumbnails and other features in the GUI. If you need to add or remove parameters in the Blackboard, we recommend removing the Custom Editor GUI and just using Shader Graph’s default material GUI instead. The custom GUI depends on the existence of many of the Blackboard parameters and won’t function properly if they’re removed. + +#### HDRP Lit +Just like the code version, this shader offers opaque and transparent options. It supports Pixel displacement (Parallax Occlusion mapping) and all of the parameters that go with it. (It does not support Material Types other than standard.) For the main surface, users can apply a base map, mask map, normal map, bent normal map, and height map. Options are also available to use a detail map and emissive map. + +For more details on each of the parameters in the shader, see the [Lit Shader documentation for HDRP](http://UnityEditor.Rendering.Universal.ShaderGUI.LitShader). + +##### Custom Editor GUI +In order to create a more compact and user-friendly GUI in the material, this shader uses the same Custom Editor GUI that the code version of the Lit shader uses. Open the Graph Inspector and look at the Graph Settings. At the bottom of the list, you’ll see the following under Custom Editor GUI: + + Rendering.HighDefinition.LitGUI + +This custom GUI script enables the small texture thumbnails and other features in the GUI. If you need to add or remove parameters in the Blackboard, we recommend removing the Custom Editor GUI and just using Shader Graph’s default material GUI instead. The custom GUI depends on the existence of many of the Blackboard parameters and won’t function properly if they’re removed. + +## Decals +Decals allow you to apply local material modifications to specific places in the world. You might think of things like applying graffiti tags to a wall or scattering fallen leaves below a tree. But decals can be used for a lot more. In these examples, we see decals making things look wet, making surfaces appear to have flowing water across them, projecting water caustics, and blending specific materials onto other objects. + +Decals are available to use in both HDRP and URP, but they need to be enabled in both render pipelines. To use decals, see the documentation in both [HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/decals.html) and [URP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/renderer-feature-decal.html). + +#### Material Projection +This decal uses triplanar projection to project a material in 3D space. It projects materials correctly onto any mesh that intersects the decal volume. It can be used to apply terrain materials on to other objects like rocks so that they blend in better with the terrain. +#### Water Caustics +When light shines through rippling water, the water warps and focuses the light, casting really interesting rippling patterns on surfaces under the water. This shader creates these rippling caustic patterns. If you place decals using this shader under your water planes, you’ll get projected caustics that imitate the behavior of light shining through the water. +#### Running Water +This decal creates the appearance of flowing water across whatever surfaces are inside the decal. It can be used on the banks of streams and around waterfalls to support the appearance of water flowing. With material parameters, you can control the speed of the water flow, the opacity of both the wetness and the water, and the strength of the flowing water normals. +#### Water Wetness +The wetness decal makes surfaces look wet by darkening color and increasing smoothness. It uses very simple math and no texture samples so it is very performance efficient. It can be used along the banks of bodies of water to better integrate the water with the environment. + +## Details +In this context, Details refer to meshes that are added to terrain - such as grass, weeds, undergrowth, pebbles, etc. To learn more, read the terrain documentation on [details](https://docs.unity3d.com/Manual/terrain-Grass.html). Detail meshes have some specific requirements for shaders. First, because of the high number of these meshes used on the terrain, we have to make their shaders as fast and efficient as possible. That mainly means keeping the number of texture samples low and doing more work in the vertex shader instead of the pixel shader. And second, because these meshes stop rendering and pop out at a specific distance, we have to use a method to dissolve them out to prevent the harsh pop and make it less obvious that they’re being removed. In each of the shaders, you’ll see the Distance Mask or Distance Cutoff node used to create a mask that dissolves away the mesh at a distance before the mesh stops rendering. +#### Clover +The shader for the clover uses just one single channel texture to reduce cost and save texture memory. Color is generated by lerping between a bright color and a dark color using the greyscale value from the texture. Each instance of clover uses a slightly different color variation. We generate a random value based on the position of each instance and that's used to give each instance a color variation. +The Distance Mask is calculated in the vertex shader to save performance and then passed to the pixel shader where it’s combined with the texture and some screen space noise. Together, these elements are passed into the Fade Transition node which makes the mesh dissolve between the Clip Offset and Clip Distance values. +#### Ferns +The fern shader uses a color, normal, and mask texture to define the fern material. It animates the ferns based on wind settings. It also creates a subsurface scattering effect so that the fern fronds are illuminated on the reverse side from the sunlight. For ambient occlusion, we darken the AO close to the ground. As with the other detail shaders, we also dissolve the fern as we move away to prevent it from popping out. +#### Grass +Usually, grass is created with billboards using a grass texture. This shader is different. We use mesh for each individual blade of grass. To keep the meshes as cheap as possible, our grass blade meshes have only 12 vertices and 10 triangles. They don’t have UV coordinates, normals, or vertex colors - so the only data stored in the mesh is position. The meshes are as simple as they can possibly be. We also do as much work as possible in the vertex shader for lower cost. Wind, color, translucency, and distance fade are all calculated in the vertex shader. + +The shader generates wind forces and then uses them to bend the blades of grass. The wind forces vary in direction and gust strength so the movement of the blades feels natural. +#### Nettle +The nettle shader is for simple, broad-leaf undergrowth. It’s a variation of the fern shader - so it has similar features. The main difference is that it has been adapted to only use one texture sample to reduce both texture memory usage and shader cost. The texture has the normal X and Y in the red and green channels. The blue channel is a combination of the opacity and a grayscale mask that is used to modulate smoothness, AO, and color. +#### Pebbles +As with the rest of the detail shaders, the pebble shader is designed to be as cheap as possible. It only uses one small noise texture. It creates color variation using the noise texture and the instance IDs so that each pebble cluster has its own unique color. And it fades the pebbles out at a distance to prevent popping. + +## Rock +This is a full-featured, modular rock shader that can be used for everything from small pebbles to boulders up to large cliff faces. It has features that can be turned on and off in the material depending on the application. Each of the features is encapsulated in a subgraph so it’s easy to remove features that you don’t need. You can also add new features in the chain of modules if you need something else. Each module takes in color and smoothness in one input port and normal and ambient occlusion in a second input. Inside the subgraph, it alters these, and then it outputs the result again in the same format - color and smoothness in the first output port, and normal and AO in the second. Using this input/output port format keeps all of the modules organized and in a nice, neat line. + +To help with performance, the shader has an LOD0 boolean parameter exposed to the material. For materials applied to LOD0 of your rocks, this should be true. For materials applied to the other LODs, this boolean should be false. This feature turns off extra features that are only visible when the rock is close so that non-LOD0 versions of your rocks render faster. + +Additionally, this shader branches using the Material Quality built-in enum keyword. This means that the shader is already set up to create a low quality, medium quality, and high quality version of itself depending on project settings. Features will be turned on and off, or different variations of features will be used depending on the project’s Material Quality setting. + +#### Base Textures +In order to reduce the total number of texture samples in the shader (sampling textures is the most expensive operation that shaders do, so reducing the number of texture samples can significantly improve shader performance), we’ve used a two-texture format for our base textures instead of 3. The format is as follows: + +**CS Texture** (BC7 format) - RGB - color, Alpha - smoothness +**NO Texture** (BC7 format) - RGB - normal, Alpha - ambient occlusion + + Note that the NO texture is NOT saved as a normal map. If you set it to be a normal map, the ambient occlusion data in the alpha channel will be lost. + +#### Macro Detail +The purpose of the Macro Detail module is to add large-scale details to the color, smoothness, normal, and ambient occlusion of the rock’s base material. For rocks that are large, a single texture set is often not high enough resolution and the base textures look blurry or blocky, even from a distance. The Macro Detail module solves this problem. For rocks that are smaller than 1 meter cubed, this feature should be turned off by unchecking Rock Features/MarcoDetail in the rock’s material. + +This feature references a texture - Rock_Macro_NOS - which you are welcome to use, or you can create your own. The texture format is as follows: + +R: normal X +G: normal Y +B: ambient occlusion +A: smoothness/color overlay + +This texture needs to be set to Default 2D format with Compression set to High Quality. It is recommended to just use one single macro detail texture for all of the rocks in your project both to save on texture memory and to maintain a consistent visual style. For this reason, the texture itself is not exposed as a material parameter but is set directly in the shader. +#### Color Projection +For large boulders and cliff faces, you may want to add colored effects to the rocks such as bleaching. The Color Projection module can handle this. It projects color alterations using world space. The nice thing about this effect is that if your rock formation is made up of multiple rocks all jammed together, the color projection will tie them together and make them feel more cohesive - as if they’re one unified formation rather than just a collection of jammed-together rocks. + +This effect does use 5 texture samples, so if you don’t need it, or if you’re on a very performance sensitive platform such as a mobile device, you should definitely turn it off in the material to improve performance. +#### Micro Detail +The purpose of the Micro Detail module is to add small-scale details to the color, smoothness, normal, and ambient occlusion of the rock’s base material. When you get really close to the rocks, sometimes the resolution of the base textures is not high enough and they look blurry or blocky. The Micro Detail module solves this problem by adding very high resolution micro detail to the rock surface. + +This feature references a texture - Rock_Micro_NOS - which you are welcome to use, or you can create your own. The texture format is as follows: + +R: normal X +G: normal Y +B: ambient occlusion +A: smoothness/color overlay + +This texture needs to be set to Default 2D format with Compression set to High Quality. It is recommended to just use one single micro detail texture for all of the rocks in your project both to save on texture memory and to maintain a consistent visual style. For this reason, the texture itself is not exposed as a material parameter but is set directly in the shader. +#### Deposition Moss +The Deposition Moss module applies moss to the tops of the rocks. To define the moss, it uses a Moss_CO texture (color with occlusion in the alpha channel) and a Moss_N texture (normal). The alpha channel of the Moss_CO texture is also used to create smoothness. + +It’s also possible to use this module to apply other types of materials to the tops of the rocks - such as sand, ash, snow, etc. To do that, you’d just need to set the Deposition Moss module to use textures for your chosen material instead. These textures are not exposed to the material, but they are available to be changed on the module. +#### Rain +When the IsRaining parameter is set to 1, the Rain module applies rain effects to the rocks, including animated rain drops on the tops of the rocks, and drips running down the sides of the rocks. The module also makes the rocks look wet. + +## Water +The sample set comes with four different water shaders. Each one uses reflection, refraction, surface ripples using scrolling normal maps, and depth fog. Each also uses a few additional features that are unique to that type of water. +#### WaterLake +This is the simplest water shader of the group. Because it’s meant to be applied to larger bodies of water, it has two different sets of scrolling normals for the surface ripples - one large, one small - to break up the repetition of the ripples. It also fades the ripples out at a distance both to hide the tiling patterns and to give the lake a mirror finish at a distance. +#### WaterSimple_FoamMask +This shader is intended to be used on ponds or other small bodies of non-flowing water. It uses 3 Gerstner waves subgraphs to animated the vertices in a chaotic wave pattern. It also adds foam around the edges of the water where it intersects with other objects. The unique thing about the foam implementation in this shader is that it allows you to additionally paint a texture mask that determines where foam can be placed manually. This manual placed foam could be used for a spot where a waterfall is hitting the water - for example. +#### WaterStream +The water stream shader is intended to be used on small, flowing bodies of water. Instead of standard scrolling normal maps for ripples, it uses flow mapping to make the water flow slowly along the edges of the stream and faster in the middle. It also uses the same animated foam technique as the WaterSimple shader - but without the mask. + +This shader uses the puddle_norm texture. Notice that we save a little bit of shader performance by NOT storing this texture as a normal map. After the two samples are combined, then we expand the data to the -1 to 1 range, so we don’t have to do it twice. +#### WaterStreamFalls +This is the same shader as the WaterStream, but it’s intended to be used on a waterfall mesh. It fades out at the start and the end of the mesh so that it can be blended in with the stream meshes at the top and bottom of the falls, and it adds foam where the falls are vertical. + +## Post-Process +The post process shaders can be used to apply modifications to the rendered image once the scene has been drawn. +#### Edge Detection +The edge detection shader checks the four neighboring pixels to the current one to find “edges” or places where the normal or depth has changed rapidly. It creates a mask where edges exist and then uses the mask to blend between the original scene color and the edge color. +#### Half Tone +The halftone shader turns the rendered image into a halftone image - simulating the pattern of larger and smaller circle patterns that you might see in newsprint or comic books. First it generates a procedural grid of signed distance field circles - one for each of red, green, and blue. Then it uses inverse lerp to convert the SDF circle grid into dots - where the size of the dot represents the brightness of the color at that location. Finally it combines the red, green, and blue dot grids into one color. +#### Rain On Lens +The rain-on-the-lens post process shader applies refraction to the rendered scene as if there were rain on the camera lens - so some areas of the image are warped by rain drops and other areas are distorted by drips running down the screen. +#### Underwater +The underwater post process shader makes the scene look like it’s under water by applying several effects including blurring the screen around the edges, distorting the image is large, ripple patterns, and applying a blue/green fog based on the scene depth. +#### VHS +The VHS post process shader mimics the appearance of the scene being played back on an old VHS video cassette recorder. Artifacts include scan line jitter, read head drift, chromatic aberration, and color degradation in the YIQ color space. + +## Weather +This sample comes with a full set of weather-related subgraphs (rain and snow) that can be mixed and matched depending on the requirements of the object type they’re applied to. +### Rain +There are several subgraphs that generate rain effects. Each has a different subset of the available rain effects. Applying all of the effects at once is a bit expensive on performance, so it’s best to choose the option with just the effects you need for the specific type of object/surface. + +#### Rain +The Rain subgraph combines all of the rain effect - drops, drips, puddles, wetness - to create a really nice rain weather effect - but it’s the most expensive on performance. Puddles are a bit expensive to generate as are drips, so this version should only be used on objects that will have both flat horizontal surfaces as well as vertical surfaces. +#### Rain Floor +The Rain Floor subgraph creates puddle and drop effects, but it does not have the drip effects that would run down vertical surfaces. This subgraph is best used for flat, horizontal surfaces. +#### Rain Props +The Rain Props subgraph has the drop and drip effects but does not include the puddles. It’s best for small prop objects. +#### Rain Rocks +The Rain Rocks subgraph has been specifically tuned for use on rocks. It includes drips and drops, but not puddles. It also includes the LOD0 parameter that is meant to turn off close-up features on LODs other than the first one. +#### Components +##### Puddles +The puddles subgraph creates procedurally-generated puddles on flat, up-facing surfaces. It outputs a mask that controls where the puddles appear and normals from the puddles. It uses the PuddleWindRipples and RainRipples subgraph to generate both wind and rain ripples in the puddles. +##### PuddleWindRipples +The PuddleWindRipples subgraph creates puddle wind ripples by scrolling two normal map textures. It’s used by the Puddles subgraph. +##### Rain_Drips +This subgraph creates drips that drip down the sides of an object. The drips are projected in world space, so they work well for static objects but are not meant for moving objects. The speed of the drips is controlled by the permeability of the material. Smooth, impermeable surfaces have fast moving drips while permeable surfaces have slow-moving drips. +##### Rain_DripsOnTheLens +This subgraph is very similar to the Rain_Drips subgraph, but it’s adapted to work correctly for the RainOnTheLens post-process shader. +##### Rain_Drops +This subgraph applies animated rain drops to objects. The drops are projected in world space from the top down. Because of the world space projection, these rain drops are not designed to be added to objects that move in the scene but instead should be used for static objects. The IsRaining input port turns the effect on and off (when the input value is 1 and 0). +##### Rain_Parameters +A common set of rain parameters used by most of the rain subgraphs. Setting parameters once in this subgraph means you don’t have to set them all over in multiple places. +##### RainDropsOnTheLens +This subgraph is very similar to the RainDrops subgraph, but it’s adapted to work correctly for the RainOnTheLens post-process shader. +##### RainRipple +Creates an animated circular ripple pattern. This subgraph is used multiple times in the RainRipples subgraph to create a really nice-looking pattern of multiple overlapping ripples. +##### RainRipples +The RainRipples subgraph creates ripples from rain drops in a puddle or pool of water. It combines four instances of the RainRipple subgraph (each with its own scale, position, and timing offset) to create the chaotic appearance of multiple ripples all happening at once. It’s used by the Puddles subgraph to add rain ripples to the puddles. +##### Wet +This subgraph makes surfaces look wet by darkening and saturating their base color and by increasing their smoothness. The effect is different depending on how permeable the surface is. +### Snow +The Snow subgraph creates a snow effect and applies it to the tops of objects. The snow material includes color, smoothness, normal, metallic, and emissive - where the emissive is used to apply sparkles to the snow. + +## Miscellaneous shaders +#### Blockout Grid +Apply this simple shader to a 1 meter cube. You can then scale and stretch the cube to block out your level. The grid projected on the cube doesn't stretch but maintains its world-space projection so it's easy to see distances and heights. It's a great way to block out traversable paths, obstacles, and level layouts. Turn on the **EnableSlopeWarning** parameter to shade meshes red where they’re too steep to traverse. +#### Ice +This ice shader uses up to three layers of parallax mapping to create the illusion that the cracks and bubbles are embedded in the volume of the ice below the surface though there is no transparency or actual volume. It also uses a Fresnel effect to brighten the edges and create a frosted look. + +## Forest Stream Construction Tutorial +This tutorial shows you, step by step, how to use the assets included in this sample to construct a forest stream environment. + +#### Step 1 - Sculpt Terrain +We start by blocking out the main shapes of the terrain. We use the Set Height brush to create a sloping terrain by creating a series of terraces and then using the Smooth brush to smooth out the hard edges between the terraces. + +Then we cut in our stream channel with the Set Height brush in several different tiers heading down the slope. After cutting in the stream, we smooth out the hard edges using the Smooth brush. + +We finalize the terrain shape by adding polish using the Raise/Lower Height brush and the Smooth brush to add touch-ups and variety. In this process, we start out with large brushes and end up using small ones. + +Once this step is done, we do revisit the terrain shape occasionally to add additional touch ups, especially after adding in the water meshes in steps 3 and 4, to ensure that the water meshes and terrain shape work together. + + +#### Step 2 - Paint Terrain Materials +Next, it’s time to add materials to our terrain. We have four material layers - cobblestone rocks for our stream bed, dry dirt, rocky moss, and mossy grass. To apply the materials, we begin by establishing guidelines. The stones material goes in the stream bed. The dirt material goes along the banks of the stream. As a transition between the first and the grass, we use the rocky moss material. And finally, we use the grass material for the background. + +We first block in the materials according to our guidelines with large, hard-edged brushes. Then we go back and blend the materials together using smaller brushes. We paint one material over the other using brushes with a low opacity value to blend the two materials together. + +Even though our terrain materials exhibit tiling artifacts by themselves, we’re able to hide the tiling by giving each material a different tiling frequency. When the materials are blended, they break up each others tiling artifacts. We also cover the terrain with detail meshes (step 7) which further hides the tiling. + +#### Step 3 - Add Water Planes +The stream itself is constructed from simple planes that are added to the scene by right clicking in the Hierarchy panel and selecting 3D Object->Plane. Then we apply the WaterStream material. The planes are placed in the stream channel that’s cut into the terrain, and then scaled along the Z axis to stretch them along the length of the stream. Water flows in the local -Z direction of the planes. Planes are scaled as long as they need to be in order to reach from one stream height drop to the next. + +Notice that the edges of the stream mesh are transparent at the start and at the end. This is to allow the stream meshes to blend together correctly with the waterfall meshes that link the stream planes together. + +#### Step 4 - Add Waterfall Meshes +The waterfall meshes are designed to connect one level of stream plane to the next lower level. They are placed at the end of a stream plane and slope down to connect to the next stream plane. We rotate the waterfall meshes around the Y axis to align the waterfall mesh between the two stream planes. + +The pivot point of the waterfall is lined up vertically with the top portion of the waterfall, so you can place the waterfall mesh at the exact same height as the top stream plane, and then scale the waterfall mesh so that the bottom portion of the waterfall mesh aligns with the lower stream plane. + +Notice that the Sorting Priority parameter in the Advanced Options of the material has been set to -1. This makes the waterfall meshes draw behind the stream meshes so there isn’t a draw order conflict. + +#### Step 5 - Add Rocks +Streams are often filled with rocks that have been pushed by the current. To save memory and reduce draw calls, we’re just using two different rock meshes that both use the same texture set. The rocks are rotated and scaled to give a variety of appearances. Notice that we’ve created visual variety by creating two different sizes of rocks - large boulders, and smaller rocks. Overall, the rocks break up the shape of the stream and change the pattern of the foam on the water surface. + +#### Step 6 - Add Water Decals +We use the Water Wetness and Water Caustics decal to more tightly integrate the stream water with the terrain and rocks. The Wetness decal makes the terrain and other meshes around the stream look like they’re wet, and the Caustics decal imitates the appearance of lighting getting refracted by the surface of the water and getting focused in animated patterns on the bottom of the stream. + +For the Wetness decal, it should be created and scaled so that the top of the decal extends around half a meter above the surface of the water. The top of the Caustics decal should be just under the water. + +For both decals, the decal volumes should be kept as small as possible in all three dimensions - just large enough to cover their intended use and no larger. You can also save some performance by lowering the Draw Distance parameter on each decal so they are not drawn at a distance. + +#### Step 7 - Add Reflection Probes +Reflections are a critical component of realistic-looking water. To improve the appearance of the water reflections, we create a Reflection Probe for each of the stream segments and place it at about head height and in the middle of the stream. If were are objects like rocks and trees nearby, they will be captured in the Reflection Probes and then reflected more accurately in the water. + +Especially notice how water to the right of this point is correctly reflecting the high bank behind the signs while water to the left is only reflecting the sky. This additional realism is contributed by the Reflection Probes. + +#### Step 8 - Add Terrain Detail Meshes +Our last step is to add detail meshes to the terrain. We have pebble meshes that are added everywhere, including under the water. We have broad-leaf nettle plants that are added around the edges of the water in the dirt areas. We have ferns (3 variations) that are added just above the nettle in the transition between dirt and grass, and we have clover that is added in between the ferns and the grass. For the grass, we have three different meshes that each fade out at a different distance from the camera to soften the fade-out so that it doesn’t happen all at once. The most dense grass is only visible at 10 meters from the camera to improve performance. The three different grass layers are painted somewhat randomly with all three layers being applied where the terrain grass material is most dense and the most sparse grass being painted around the edges. Each grass mesh also has slightly different wind direction and intensity values in the material to give variety to the grass appearance. Only one of the three grass meshes has shadows turned on - which gives the impression of grass shadows without paying the full performance cost. + +To save on performance, our terrain is set to fade out the detail meshes at 30 meters. This allows us to achieve a nice density of meshes up close and then get rid of them further away where they’re not as visible. We hide the transition by dither fading the meshes in the shader before the 30 meter point so there’s not popping. + +#### Additional Ideas +We have a pretty nice looking environment here, but there’s a lot more that could be done. You could complete this environment by adding your own trees, stumps and fallen logs. + diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Lit.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Lit.md new file mode 100644 index 00000000000..262b795ca5e --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Lit.md @@ -0,0 +1,37 @@ +# Lit Shaders +Both URP and HDRP come with code-based shaders. The most commonly used shader for each of the SRPs is called Lit. For projects that use it, it’s often applied to just about every mesh in the game. Both the HDRP and URP versions of the Lit shader are very full-featured. However, sometimes users want to add additional features to get just the look they’re trying to achieve, or remove unused features to optimize performance. For users who aren’t familiar with shader code, this can be very difficult. + +For that reason, we’ve included Shader Graph versions of the Lit shader for both URP and HDRP in this sample pack. Users will be able to make a copy of the appropriate Shader Graph Lit shader, and then change any material that’s currently referencing the code version of the Lit shader with the Shader Graph version. All of the material settings will correctly be applied and continue to work. They’ll then be able to make changes to the Shader Graph version as needed. + +Please note that most *but not all* of the features of the code-based shaders are duplicated in the Shader Graph versions. Some lesser-used features may be missing from the Shader Graph versions due to the differences in creating shader with Shader Graph vs creating them with code. + +Also note - If you’re going to use the Lit shader *as is*, we recommend sticking with the code version. Only swap out the shader for the Shader Graph version if you’re making changes. We also recommend removing unused features from the Shader Graph version for better performance. For example, if you’re not using Emissive or Detail Maps, you can remove those parts of the shader (both graph nodes and Blackboard parameters) for faster build times and better performance. The real power of Shader Graph is its flexibility and how easy it is to change, update, and improve shaders. + +#### URP Lit +Just like the code version, this shader offers the Metallic workflow or the Specular workflow. Shaders can be either opaque or transparent, and there are options for Alpha Clipping, Cast Shadows, and Receive Shadows. For the main surface, users can apply a base map, metallic or specular map, normal map, height map, occlusion map, and emission map. Parameters are available to control the strength of the smoothness, height, normal, and occlusion and control the tiling and offset of the textures. + +Users can also add base and normal detail maps and mask off where they appear using the mask map. + +For more details on each of the parameters in the shader, refer to the [Lit Shader documentation for URP](http://UnityEditor.Rendering.Universal.ShaderGUI.LitShader). + +##### Shader Variant Limit +In order to be able to use this shader, you’ll need to increase the Shader Variant Limit to at least 513. This should be done on both the Shader Graph tab in Project Settings as well as the Shader Graph tab in the Preferences. + +##### Custom Editor GUI +In order to create a more compact and user-friendly GUI in the material, this shader uses the same Custom Editor GUI that the code version of the Lit shader uses. Open the Graph Inspector and look at the Graph Settings. At the bottom of the list, you’ll see the following under Custom Editor GUI: + + UnityEditor.Rendering.Universal.ShaderGUI.LitShader + +This custom GUI script enables the small texture thumbnails and other features in the GUI. If you need to add or remove parameters in the Blackboard, we recommend removing the Custom Editor GUI and just using Shader Graph’s default material GUI instead. The custom GUI depends on the existence of many of the Blackboard parameters and won’t function properly if they’re removed. + +#### HDRP Lit +Just like the code version, this shader offers opaque and transparent options. It supports Pixel displacement (Parallax Occlusion mapping) and all of the parameters that go with it. (It does not support Material Types other than standard.) For the main surface, users can apply a base map, mask map, normal map, bent normal map, and height map. Options are also available to use a detail map and emissive map. + +For more details on each of the parameters in the shader, refer to the [Lit Shader documentation for HDRP](http://UnityEditor.Rendering.Universal.ShaderGUI.LitShader). + +##### Custom Editor GUI +In order to create a more compact and user-friendly GUI in the material, this shader uses the same Custom Editor GUI that the code version of the Lit shader uses. Open the Graph Inspector and look at the Graph Settings. At the bottom of the list, you’ll see the following under Custom Editor GUI: + + Rendering.HighDefinition.LitGUI + +This custom GUI script enables the small texture thumbnails and other features in the GUI. If you need to add or remove parameters in the Blackboard, we recommend removing the Custom Editor GUI and just using Shader Graph’s default material GUI instead. The custom GUI depends on the existence of many of the Blackboard parameters and won’t function properly if they’re removed. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Misc.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Misc.md new file mode 100644 index 00000000000..d8be2e49389 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Misc.md @@ -0,0 +1,5 @@ +# Miscellaneous shaders +#### Blockout Grid +Apply this simple shader to a 1 meter cube. You can then scale and stretch the cube to block out your level. The grid projected on the cube doesn't stretch but maintains its world-space projection so it's easy to see distances and heights. It's a great way to block out traversable paths, obstacles, and level layouts. Turn on the **EnableSlopeWarning** parameter to shade meshes red where they’re too steep to traverse. +#### Ice +This ice shader uses up to three layers of parallax mapping to create the illusion that the cracks and bubbles are embedded in the volume of the ice below the surface though there is no transparency or actual volume. It also uses a Fresnel effect to brighten the edges and create a frosted look. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Post.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Post.md new file mode 100644 index 00000000000..a3ca703a6fa --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Post.md @@ -0,0 +1,12 @@ +# Post-Process +The post process shaders can be used to apply modifications to the rendered image once the scene has been drawn. +#### Edge Detection +The edge detection shader checks the four neighboring pixels to the current one to find “edges” or places where the normal or depth has changed rapidly. It creates a mask where edges exist and then uses the mask to blend between the original scene color and the edge color. +#### Half Tone +The halftone shader turns the rendered image into a halftone image - simulating the pattern of larger and smaller circle patterns that you might see in newsprint or comic books. First it generates a procedural grid of signed distance field circles - one for each of red, green, and blue. Then it uses inverse lerp to convert the SDF circle grid into dots - where the size of the dot represents the brightness of the color at that location. Finally it combines the red, green, and blue dot grids into one color. +#### Rain On Lens +The rain-on-the-lens post process shader applies refraction to the rendered scene as if there were rain on the camera lens - so some areas of the image are warped by rain drops and other areas are distorted by drips running down the screen. +#### Underwater +The underwater post process shader makes the scene look like it’s under water by applying several effects including blurring the screen around the edges, distorting the image is large, ripple patterns, and applying a blue/green fog based on the scene depth. +#### VHS +The VHS post process shader mimics the appearance of the scene being played back on an old VHS video cassette recorder. Artifacts include scan line jitter, read head drift, chromatic aberration, and color degradation in the YIQ color space. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Rock.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Rock.md new file mode 100644 index 00000000000..034360e19c2 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Rock.md @@ -0,0 +1,48 @@ +# Rock +This is a full-featured, modular rock shader that can be used for everything from small pebbles to boulders up to large cliff faces. It has features that can be turned on and off in the material depending on the application. Each of the features is encapsulated in a subgraph so it’s easy to remove features that you don’t need. You can also add new features in the chain of modules if you need something else. Each module takes in color and smoothness in one input port and normal and ambient occlusion in a second input. Inside the subgraph, it alters these, and then it outputs the result again in the same format - color and smoothness in the first output port, and normal and AO in the second. Using this input/output port format keeps all of the modules organized and in a nice, neat line. + +To help with performance, the shader has an LOD0 boolean parameter exposed to the material. For materials applied to LOD0 of your rocks, this should be true. For materials applied to the other LODs, this boolean should be false. This feature turns off extra features that are only visible when the rock is close so that non-LOD0 versions of your rocks render faster. + +Additionally, this shader branches using the Material Quality built-in enum keyword. This means that the shader is already set up to create a low quality, medium quality, and high quality version of itself depending on project settings. Features will be turned on and off, or different variations of features will be used depending on the project’s Material Quality setting. + +#### Base Textures +In order to reduce the total number of texture samples in the shader (sampling textures is the most expensive operation that shaders do, so reducing the number of texture samples can significantly improve shader performance), we’ve used a two-texture format for our base textures instead of 3. The format is as follows: + +* **CS Texture** (BC7 format) - RGB - color, Alpha - smoothness +* **NO Texture** (BC7 format) - RGB - normal, Alpha - ambient occlusion + +[!NOTE] + + +#### Macro Detail +The purpose of the Macro Detail module is to add large-scale details to the color, smoothness, normal, and ambient occlusion of the rock’s base material. For rocks that are large, a single texture set is often not high enough resolution and the base textures look blurry or blocky, even from a distance. The Macro Detail module solves this problem. For rocks that are smaller than 1 meter cubed, this feature should be turned off by unchecking Rock Features/MarcoDetail in the rock’s material. + +This feature references a texture - Rock_Macro_NOS - which you are welcome to use, or you can create your own. The texture format is as follows: + +* R: normal X +* G: normal Y +* B: ambient occlusion +* A: smoothness/color overlay + +This texture needs to be set to Default 2D format with Compression set to High Quality. It is recommended to just use one single macro detail texture for all of the rocks in your project both to save on texture memory and to maintain a consistent visual style. For this reason, the texture itself is not exposed as a material parameter but is set directly in the shader. +#### Color Projection +For large boulders and cliff faces, you may want to add colored effects to the rocks such as bleaching. The Color Projection module can handle this. It projects color alterations using world space. The nice thing about this effect is that if your rock formation is made up of multiple rocks all jammed together, the color projection will tie them together and make them feel more cohesive - as if they’re one unified formation rather than just a collection of jammed-together rocks. + +This effect does use 5 texture samples, so if you don’t need it, or if you’re on a very performance sensitive platform such as a mobile device, you should definitely turn it off in the material to improve performance. +#### Micro Detail +The purpose of the Micro Detail module is to add small-scale details to the color, smoothness, normal, and ambient occlusion of the rock’s base material. When you get really close to the rocks, sometimes the resolution of the base textures is not high enough and they look blurry or blocky. The Micro Detail module solves this problem by adding very high resolution micro detail to the rock surface. + +This feature references a texture - Rock_Micro_NOS - which you are welcome to use, or you can create your own. The texture format is as follows: + +* R: normal X +* G: normal Y +* B: ambient occlusion +* A: smoothness/color overlay + +This texture needs to be set to Default 2D format with Compression set to High Quality. It is recommended to just use one single micro detail texture for all of the rocks in your project both to save on texture memory and to maintain a consistent visual style. For this reason, the texture itself is not exposed as a material parameter but is set directly in the shader. +#### Deposition Moss +The Deposition Moss module applies moss to the tops of the rocks. To define the moss, it uses a Moss_CO texture (color with occlusion in the alpha channel) and a Moss_N texture (normal). The alpha channel of the Moss_CO texture is also used to create smoothness. + +It’s also possible to use this module to apply other types of materials to the tops of the rocks - such as sand, ash, snow, etc. To do that, you’d just need to set the Deposition Moss module to use textures for your chosen material instead. These textures are not exposed to the material, but they are available to be changed on the module. +#### Rain +When the IsRaining parameter is set to 1, the Rain module applies rain effects to the rocks, including animated rain drops on the tops of the rocks, and drips running down the sides of the rocks. The module also makes the rocks look wet. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Tutorial.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Tutorial.md new file mode 100644 index 00000000000..06d2072dad2 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Tutorial.md @@ -0,0 +1,83 @@ +# Forest Stream Construction Tutorial +This tutorial shows you, step by step, how to use the assets included in this sample to construct a forest stream environment. + +1. [Sculpt Terrain](#step-1) +2. [Paint Terrain Materials](#step-2) +3. [Add Water Planes](#step-3) +4. [Add Waterfall Meshes](#step-4) +5. [Add Rocks](#step-5) +6. [Add Water Decals](#step-6) +7. [Add Reflection Probes](#step-7) +8. [Add Terrain Detail Meshes](#step-8) +[Additional Ideas](#additional-ideas) + + +## Step 1 - Sculpt Terrain +1. Start by blocking out the main shapes of the terrain. Use the **Set Height** brush to create a sloping terrain by creating a series of terraces and then use the **Smooth** brush to smooth out the hard edges between the terraces. + +2. Cut in the stream channel with the **Set Height** brush in several different tiers heading down the slope. After you cut in the stream, smooth out the hard edges with the **Smooth** brush. + +3. Add polish to finalize the terrain shape. Use the **Raise/Lower Height** brush and the **Smooth** brush to add touch-ups and variety. In this process, start out with large brushes and end with the small ones. + +When this step is done, you can revisit the terrain shape occasionally to add additional touch ups, especially after adding in the water meshes in steps 3 and 4, to ensure that the water meshes and terrain shape work together. + + +## Step 2 - Paint Terrain Materials +Next, it’s time to add materials to our terrain. We have four material layers - cobblestone rocks for our stream bed, dry dirt, rocky moss, and mossy grass. To apply the materials, we begin by establishing guidelines. The stones material goes in the stream bed. The dirt material goes along the banks of the stream. As a transition between the first and the grass, we use the rocky moss material. And finally, we use the grass material for the background. + +1. First block in the materials according to the guidelines with large, hard-edged brushes. +2. Then we go back and blend the materials together using smaller brushes. Paint one material over the other using brushes with a low opacity value to blend the two materials together. + +Even though our terrain materials exhibit tiling artifacts by themselves, we’re able to hide the tiling by giving each material a different tiling frequency. When the materials are blended, they break up each others tiling artifacts. We also cover the terrain with detail meshes (step 7) which further hides the tiling. + +## Step 3 - Add Water Planes +The stream itself is constructed from simple planes that are added to the scene. +1. Right-click in the Hierarchy panel and select **3D Object**>**Plane**. +2. Then apply the WaterStream material. +3. Place the planes in the stream channel that’s cut into the terrain. +4. Scale the planes along the Z axis to stretch them along the length of the stream. Water flows in the local -Z direction of the planes. Planes are scaled as long as they need to be in order to reach from one stream height drop to the next. + +Notice that the edges of the stream mesh are transparent at the start and at the end. This is to allow the stream meshes to blend together correctly with the waterfall meshes that link the stream planes together. + +## Step 4 - Add Waterfall Meshes +The waterfall meshes are designed to connect one level of stream plane to the next lower level. +1. Place the waterfall meshes at the end of a stream plane. They slope down to connect to the next stream plane. +2. Rotate the waterfall meshes around the Y axis to align the waterfall mesh between the two stream planes. +3. Scale the waterfall mesh on the Y axis so that the bottom portion of the waterfall mesh aligns with the lower stream plane. The pivot point of the waterfall is lined up vertically with the top portion of the waterfall, so you can place the waterfall mesh at the exact same height as the top stream plane, and then scale to meet the lower stream plane. + +Notice that the Sorting Priority parameter in the Advanced Options of the material has been set to -1. This makes the waterfall meshes draw behind the stream meshes so there isn’t a draw order conflict. + +## Step 5 - Add Rocks +Streams are often filled with rocks that have been pushed by the current. To save memory and reduce draw calls, we’re just using two different rock meshes that both use the same texture set. +1. Place rocks at random intervals along the length of the stream. +2. Rotate and scale the rocks to give a variety of appearances. + +Notice that we’ve created visual variety by creating two different sizes of rocks - large boulders, and smaller rocks. Overall, the rocks break up the shape of the stream and change the pattern of the foam on the water surface. + +## Step 6 - Add Water Decals +We use the Water Wetness and Water Caustics decal to more tightly integrate the stream water with the terrain and rocks. The Wetness decal makes the terrain and other meshes around the stream look like they’re wet, and the Caustics decal imitates the appearance of lighting getting refracted by the surface of the water and getting focused in animated patterns on the bottom of the stream. + +1. Create and scale the Wetness decals so that the top of the decal extends around half a meter above the surface of the water. The top of the Caustics decal should be just under the water. +2. Create and scale the caustics decals so that the caustic patterns are only projected under the water planes. + +For both decals, the decal volumes should be kept as small as possible in all three dimensions - just large enough to cover their intended use and no larger. You can also save some performance by lowering the Draw Distance parameter on each decal so they are not drawn at a distance. + +## Step 7 - Add Reflection Probes +Reflections are a critical component of realistic-looking water. +1. To improve the appearance of the water reflections, create a Reflection Probe for each of the stream segments and place it at about head height and in the middle of the stream. If there are objects like rocks and trees nearby, they will be captured in the Reflection Probes and then reflected more accurately in the water. + +Especially notice how water to the right of this point correctly reflects the high bank behind the signs while water to the left only reflects the sky. The Reflection Probes contribute this additional realism. + +## Step 8 - Add Terrain Detail Meshes +Our last step is to add detail meshes to the terrain. +1. Add pebble meshes everywhere, including under the water. +2. Add broad-leaf nettle plants around the edges of the water in the dirt areas. +3. Add ferns (3 variations) just above the nettle in the transition between dirt and grass. +4. Add clover in between the ferns and the grass. +5. For the grass, add the three different meshes. Each of them fade out at a different distance from the camera to soften the fade-out so that it doesn’t happen all at once. The most dense grass is only visible at 10 meters from the camera to improve performance. Paint the three different grass layers somewhat randomly with all three layers being applied where the terrain grass material is most dense and the most sparse grass being painted around the edges. Each grass mesh also has slightly different wind direction and intensity values in the material to give variety to the grass appearance. Only one of the three grass meshes has shadows turned on - which gives the impression of grass shadows without paying the full performance cost. + +To save on performance, our terrain is set to fade out the detail meshes at 30 meters. This allows us to achieve a nice density of meshes up close and then get rid of them further away where they’re not as visible. We hide the transition by dither fading the meshes in the shader before the 30 meter point so there’s no popping. + +## Additional Ideas +We have a pretty nice looking environment here, but there’s a lot more that could be done. You could complete this environment by adding your own trees, stumps and fallen logs. + diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Water.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Water.md new file mode 100644 index 00000000000..15f9b016fbf --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Water.md @@ -0,0 +1,12 @@ +# Water +The sample set comes with four different water shaders. Each one uses reflection, refraction, surface ripples using scrolling normal maps, and depth fog. Each also uses a few additional features that are unique to that type of water. +#### WaterLake +This is the simplest water shader of the group. Because it’s meant to be applied to larger bodies of water, it has two different sets of scrolling normals for the surface ripples - one large, one small - to break up the repetition of the ripples. It also fades the ripples out at a distance both to hide the tiling patterns and to give the lake a mirror finish at a distance. +#### WaterSimple_FoamMask +This shader is intended to be used on ponds or other small bodies of non-flowing water. It uses 3 Gerstner waves subgraphs to animated the vertices in a chaotic wave pattern. It also adds foam around the edges of the water where it intersects with other objects. The unique thing about the foam implementation in this shader is that it allows you to additionally paint a texture mask that determines where foam can be placed manually. This manual placed foam could be used for a spot where a waterfall is hitting the water - for example. +#### WaterStream +The water stream shader is intended to be used on small, flowing bodies of water. Instead of standard scrolling normal maps for ripples, it uses flow mapping to make the water flow slowly along the edges of the stream and faster in the middle. It also uses the same animated foam technique as the WaterSimple shader - but without the mask. + +This shader uses the puddle_norm texture. Notice that we save a little bit of shader performance by NOT storing this texture as a normal map. After the two samples are combined, then we expand the data to the -1 to 1 range, so we don’t have to do it twice. +#### WaterStreamFalls +This is the same shader as the WaterStream, but it’s intended to be used on a waterfall mesh. It fades out at the start and the end of the mesh so that it can be blended in with the stream meshes at the top and bottom of the falls, and it adds foam where the falls are vertical. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Weather.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Weather.md new file mode 100644 index 00000000000..83dfe871c00 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Weather.md @@ -0,0 +1,36 @@ +# Weather +This sample comes with a full set of weather-related subgraphs (rain and snow) that can be mixed and matched depending on the requirements of the object type they’re applied to. +### Rain +There are several subgraphs that generate rain effects. Each has a different subset of the available rain effects. Applying all of the effects at once is a bit expensive on performance, so it’s best to choose the option with just the effects you need for the specific type of object/surface. + +#### Rain +The Rain subgraph combines all of the rain effect - drops, drips, puddles, wetness - to create a really nice rain weather effect - but it’s the most expensive on performance. Puddles are a bit expensive to generate as are drips, so this version should only be used on objects that will have both flat horizontal surfaces as well as vertical surfaces. +#### Rain Floor +The Rain Floor subgraph creates puddle and drop effects, but it does not have the drip effects that would run down vertical surfaces. This subgraph is best used for flat, horizontal surfaces. +#### Rain Props +The Rain Props subgraph has the drop and drip effects but does not include the puddles. It’s best for small prop objects. +#### Rain Rocks +The Rain Rocks subgraph has been specifically tuned for use on rocks. It includes drips and drops, but not puddles. It also includes the LOD0 parameter that is meant to turn off close-up features on LODs other than the first one. +#### Components +##### Puddles +The puddles subgraph creates procedurally-generated puddles on flat, up-facing surfaces. It outputs a mask that controls where the puddles appear and normals from the puddles. It uses the PuddleWindRipples and RainRipples subgraph to generate both wind and rain ripples in the puddles. +##### PuddleWindRipples +The PuddleWindRipples subgraph creates puddle wind ripples by scrolling two normal map textures. It’s used by the Puddles subgraph. +##### Rain_Drips +This subgraph creates drips that drip down the sides of an object. The drips are projected in world space, so they work well for static objects but are not meant for moving objects. The speed of the drips is controlled by the permeability of the material. Smooth, impermeable surfaces have fast moving drips while permeable surfaces have slow-moving drips. +##### Rain_DripsOnTheLens +This subgraph is very similar to the Rain_Drips subgraph, but it’s adapted to work correctly for the RainOnTheLens post-process shader. +##### Rain_Drops +This subgraph applies animated rain drops to objects. The drops are projected in world space from the top down. Because of the world space projection, these rain drops are not designed to be added to objects that move in the scene but instead should be used for static objects. The IsRaining input port turns the effect on and off (when the input value is 1 and 0). +##### Rain_Parameters +A common set of rain parameters used by most of the rain subgraphs. Setting parameters once in this subgraph means you don’t have to set them all over in multiple places. +##### RainDropsOnTheLens +This subgraph is very similar to the RainDrops subgraph, but it’s adapted to work correctly for the RainOnTheLens post-process shader. +##### RainRipple +Creates an animated circular ripple pattern. This subgraph is used multiple times in the RainRipples subgraph to create a really nice-looking pattern of multiple overlapping ripples. +##### RainRipples +The RainRipples subgraph creates ripples from rain drops in a puddle or pool of water. It combines four instances of the RainRipple subgraph (each with its own scale, position, and timing offset) to create the chaotic appearance of multiple ripples all happening at once. It’s used by the Puddles subgraph to add rain ripples to the puddles. +##### Wet +This subgraph makes surfaces look wet by darkening and saturating their base color and by increasing their smoothness. The effect is different depending on how permeable the surface is. +### Snow +The Snow subgraph creates a snow effect and applies it to the tops of objects. The snow material includes color, smoothness, normal, metallic, and emissive - where the emissive is used to apply sparkles to the snow. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready.md new file mode 100644 index 00000000000..5e974e3c953 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready.md @@ -0,0 +1,22 @@ +# Production Ready Shaders + +The Shader Graph Production Ready Shaders sample is a collection of Shader Graph shader assets that are ready to be used out of the box or modified to suit your needs. You can take them apart and learn from them, or just drop them directly into your project and use them as they are. The sample also includes a step-by-step tutorial for how to combine several of the shaders to create a forest stream environment. + +In URP, in order to see the content correctly, please make the following changes to your project's settings: +* Open your Project Settings (Edit > Project Settings) and select the ShaderGraph tab. Set Shader Variant Limit to 513. (This will allow the URP Lit shader to work correctly.) +* Select your project's SRP Settings asset and enable Depth Texture and Opaque Texture. (This will allow the water shaders to render correctly.) +* Select your project's Renderer Data asset. Hit the Add Renderer Feature button at the bottom and add the Decal feature. (This will allow the decal shaders to render correctly.) + +The sample content is broken into the following categories: + +| Topic | Description | +|:------|:--------------| +| **[Lit shaders](Shader-Graph-Sample-Production-Ready-Lit.md)** | Introduces Shader Graph versions of the HDRP and URP Lit shaders. Users often want to modify the Lit shaders but struggle because they’re written in code. Now you can use these instead of starting from scratch. | +| **[Decal shaders](Shader-Graph-Sample-Production-Ready-Decal.md)** | Introduces shaders that allow you to enhance and add variety to your environment. Examples include running water, wetness, water caustics, and material projection. | +| **[Detail shaders](Shader-Graph-Sample-Production-Ready-Detail.md)** | Introduces shaders that demonstrate how to create efficient [terrain details](https://docs.unity3d.com/Manual/terrain-Grass.html) that render fast and use less texture memory. Examples include clover, ferns, grass, nettle, and pebbles. | +| **[Rock](Shader-Graph-Sample-Production-Ready-Rock.md)** | A robust, modular rock shader that includes base textures, macro and micro detail, moss projection, and weather effects. | +| **[Water](Shader-Graph-Sample-Production-Ready-Water.md)** | Water shaders for ponds, flowing streams, lakes, and waterfalls. These include depth fog, surface ripples, flow mapping, refraction and surface foam. | +| **[Post-Process](Shader-Graph-Sample-Production-Ready-Post.md)** | Shaders to add post-processing effects to the scene, including edge detection, half tone, rain on the lens, an underwater look, and VHS video tape image degradation. | +| **[Weather](Shader-Graph-Sample-Production-Ready-Weather.md)** | Weather effects including rain drops, rain drips, procedural puddles, puddle ripples, and snow. | +| **[Miscellaneous](Shader-Graph-Sample-Production-Ready-Misc.md)** | A couple of additional shaders - volumetric ice, and level blockout shader. | +| **[Forest Stream Construction Tutorial](Shader-Graph-Sample-Production-Ready-Tutorial.md)** | A tutorial that describes how to combine multiple assets from this sample to create a forest stream. | diff --git a/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md b/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md index bec1617fd56..ba2fa149faf 100644 --- a/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md +++ b/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md @@ -33,4 +33,8 @@ The following samples are currently available for Shader Graph. |:--------------------| |![](images/FeatureExamplesSample.png) | | This is a collection of over 30 Shader Graph files. Each file demonstrates a specific shader technique such as angle blending, triplanar projection, parallax mapping, and custom lighting. While you won’t use these shaders directly in your project, you can use them to quickly learn and understand the various techniques, and recreate them into your own work. Each file contains notes that describe what the shader is doing, and most of the shaders are set up with the core functionality contained in a subgraph that’s easy to copy and paste directly into your own shader. The sample also has extensive documentation describing each of the samples to help you learn. - | \ No newline at end of file + +| [Production Ready Shaders](Shader-Graph-Sample-Production-Ready.md) | +|:--------------------| +|![](images/ProductionReadySample.png) | +| The Shader Graph Production Ready Shaders sample is a collection of Shader Graph shader assets that are ready to be used out of the box or modified to suit your needs. You can take them apart and learn from them, or just drop them directly into your project and use them as they are. The sample includes the Shader Graph versions of the HDRP and URP Lit shaders. It also includes a step-by-step tutorial for how to combine several of the shaders to create a forest stream environment. diff --git a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md index 995e671fee0..48f9969ec11 100644 --- a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md +++ b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md @@ -17,7 +17,17 @@ * [Custom Function Node](Custom-Function-Node) * [Shader Graph Preferences](Shader-Graph-Preferences) * [Samples](ShaderGraph-Samples.md) - * [Feature Examples](Shader-Graph-Sample-Feature-Examples.md) + * [Feature Examples](Shader-Graph-Sample-Feature-Examples.md) + * [Production Ready Shaders](Shader-Graph-Sample-Production-Ready.md) + * [Lit Shaders](Shader-Graph-Sample-Production-Ready-Lit.md) + * [Decal shaders](Shader-Graph-Sample-Production-Ready-Decal.md) + * [Detail shaders](Shader-Graph-Sample-Production-Ready-Detail.md) + * [Rock shaders](Shader-Graph-Sample-Production-Ready-Rock.md) + * [Water shaders](Shader-Graph-Sample-Production-Ready-Water.md) + * [Post-process shaders](Shader-Graph-Sample-Production-Ready-Post.md) + * [Weather shaders](Shader-Graph-Sample-Production-Ready-Weather.md) + * [Miscellaneous shaders](Shader-Graph-Sample-Production-Ready-Misc.md) + * [Forest Stream Construction Tutorial ](Shader-Graph-Sample-Production-Ready-Tutorial.md) * [Material Variants](materialvariant-SG) * Upgrade Guides * [Upgrade to Shader Graph 10.0.x](Upgrade-Guide-10-0-x) diff --git a/Packages/com.unity.shadergraph/Documentation~/images/ProductionReadySample.png b/Packages/com.unity.shadergraph/Documentation~/images/ProductionReadySample.png new file mode 100644 index 00000000000..f0398ca9b45 Binary files /dev/null and b/Packages/com.unity.shadergraph/Documentation~/images/ProductionReadySample.png differ diff --git a/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Lighting/BakedGINode.cs b/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Lighting/BakedGINode.cs index fe9b20a3b29..3c2e861c097 100644 --- a/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Lighting/BakedGINode.cs +++ b/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Lighting/BakedGINode.cs @@ -16,6 +16,7 @@ public BakedGINode() { name = "Baked GI"; synonyms = new string[] { "global illumination" }; + UpdateNodeAfterDeserialization(); } [SerializeField] diff --git a/Packages/com.unity.shadergraph/Samples~/FeatureExamples/Scenes/BiRPBackground.mat b/Packages/com.unity.shadergraph/Samples~/FeatureExamples/Scenes/BiRPBackground.mat new file mode 100644 index 00000000000..24c388baef4 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/FeatureExamples/Scenes/BiRPBackground.mat @@ -0,0 +1,84 @@ +%YAML 1.1 +%TAG !u! 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mainLight.color; + shadowAtten = mainLight.shadowAttenuation; + #else + direction = normalize(float3(-0.5, 0.5, -0.5)); + color = float3(1, 1, 1); + shadowAtten = 1; + #endif +#endif +} + +void MainLight_half(half3 worldPos, out half3 direction, out half3 color, out half shadowAtten) +{ +#ifdef SHADERGRAPH_PREVIEW + direction = normalize(half3(-0.5,0.5,0.5)); + color = half3(1,1,1); + shadowAtten = 1; +#else + #if defined(UNIVERSAL_PIPELINE_CORE_INCLUDED) + half4 shadowCoord = TransformWorldToShadowCoord(worldPos); + Light mainLight = GetMainLight(shadowCoord); + direction = mainLight.direction; + color = mainLight.color; + shadowAtten = mainLight.shadowAttenuation; + #else + direction = normalize(float3(-0.5, 0.5, -0.5)); + color = float3(1, 1, 1); + shadowAtten = 1; + #endif +#endif +} + +#ifndef SHADERGRAPH_PREVIEW + #if defined(UNIVERSAL_PIPELINE_CORE_INCLUDED) + + // This function gets additional light data and calculates realtime shadows + Light GetAdditionalLightCustom(int pixelLightIndex, float3 worldPosition) { + // Convert the pixel light index to the light data index + #if USE_FORWARD_PLUS + int lightIndex = pixelLightIndex; + #else + int lightIndex = GetPerObjectLightIndex(pixelLightIndex); + #endif + // Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value + Light light = GetAdditionalPerObjectLight(lightIndex, worldPosition); + // Manually set the shadow attenuation by calculating realtime shadows + light.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, worldPosition, light.direction); + return light; + } + #endif +#endif + +void AddAdditionalLights_float(float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, + float MainDiffuse, float3 MainSpecular, float3 MainColor, + out float Diffuse, out float3 Specular, out float3 Color) { + + Diffuse = MainDiffuse; + Specular = MainSpecular; + Color = MainColor * (MainDiffuse + MainSpecular); + +#ifndef SHADERGRAPH_PREVIEW + #if defined(UNIVERSAL_PIPELINE_CORE_INCLUDED) + + uint pixelLightCount = GetAdditionalLightsCount(); + + #if USE_FORWARD_PLUS + // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS + InputData inputData = (InputData)0; + float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition)); + inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w; + inputData.positionWS = WorldPosition; + #endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLightCustom(lightIndex, WorldPosition); + float NdotL = saturate(dot(WorldNormal, light.direction)); + float atten = light.distanceAttenuation * light.shadowAttenuation; + float thisDiffuse = atten * NdotL; + float3 thisSpecular = LightingSpecular(thisDiffuse, light.direction, WorldNormal, WorldView, 1, Smoothness); + Diffuse += thisDiffuse; + Specular += thisSpecular; + #if defined(_LIGHT_COOKIES) + float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition); + light.color *= cookieColor + #endif + Color += light.color * (thisDiffuse + thisSpecular); + LIGHT_LOOP_END + float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333)); + Color = total <= 0 ? MainColor : Color / total; + #endif +#endif +} + +void AddAdditionalLights_half(half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView, + half MainDiffuse, half3 MainSpecular, half3 MainColor, + out half Diffuse, out half3 Specular, out half3 Color) { + + Diffuse = MainDiffuse; + Specular = MainSpecular; + Color = MainColor * (MainDiffuse + MainSpecular); + +#ifndef SHADERGRAPH_PREVIEW + #if defined(UNIVERSAL_PIPELINE_CORE_INCLUDED) + uint pixelLightCount = GetAdditionalLightsCount(); + + #if USE_FORWARD_PLUS + // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS + InputData inputData = (InputData)0; + float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition)); + inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w; + inputData.positionWS = WorldPosition; + #endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLightCustom(lightIndex, WorldPosition); + half NdotL = saturate(dot(WorldNormal, light.direction)); + half atten = light.distanceAttenuation * light.shadowAttenuation; + half thisDiffuse = atten * NdotL; + half3 thisSpecular = LightingSpecular(thisDiffuse * light.color, light.direction, WorldNormal, WorldView, 1, Smoothness); + Diffuse += thisDiffuse; + Specular += thisSpecular; + #if defined(_LIGHT_COOKIES) + half3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition); + light.color *= cookieColor + #endif + Color += light.color * (thisDiffuse + thisSpecular); + LIGHT_LOOP_END + //needs to be float to avoid precision issues + float total = Diffuse + dot(Specular, half3(0.333, 0.333, 0.333)); + Color = total <= 0 ? MainColor : Color / total; + #endif +#endif +} + +void AddAdditionalLightsSimple_float(float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, + float MainDiffuse, float3 MainSpecular, float3 MainColor, + out float Diffuse, out float3 Specular, out float3 Color) { + + Diffuse = MainDiffuse; + Specular = MainSpecular; + Color = MainColor * (MainDiffuse + MainSpecular); + +#ifndef SHADERGRAPH_PREVIEW + #if defined(UNIVERSAL_PIPELINE_CORE_INCLUDED) + uint pixelLightCount = GetAdditionalLightsCount(); + + #if USE_FORWARD_PLUS + // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS + InputData inputData = (InputData)0; + float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition)); + inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w; + inputData.positionWS = WorldPosition; + #endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLightCustom(lightIndex, WorldPosition); + float NdotL = saturate(dot(WorldNormal, light.direction)); + float atten = light.distanceAttenuation * light.shadowAttenuation; + float thisDiffuse = atten * NdotL; + Diffuse += thisDiffuse; + Color += light.color * thisDiffuse; + LIGHT_LOOP_END + float total = Diffuse; + Color = total <= 0 ? 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You might think of things like applying graffiti tags + to a wall or scattering fallen leaves below a tree. But decals can be used + for a lot more. In these examples, we see decals making things look wet, + making surfaces appear to have flowing water across them, projecting water + caustics, and blending specific materials onto other objects.\r\n\r\nDecals + are available to use in both HDRP and URP, but they need to be enabled in + both render pipelines. To use decals, see the documentation in both HDRP + and URP.\r" + objectReference: {fileID: 0} + - target: {fileID: 4135125235891897624, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_Name + value: InfoPanel + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} +--- !u!1001 &3325690817238656555 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 8981432136717117525} + m_Modifications: + - 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It can be used on the banks of streams and around waterfalls + to support the appearance of water flowing. With material parameters, you + can control the speed of the water flow, the opacity of both the wetness + and the water, and the strength of the flowing water normals. + objectReference: {fileID: 0} + - target: {fileID: 4995077095936682008, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalPosition.x + value: 1.06 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalPosition.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalPosition.z + value: 2.13 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalRotation.w + value: 0.7071068 + objectReference: {fileID: 0} + - 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This shader creates these rippling caustic patterns. If you place + decals using this shader under your water planes, you\u2019ll get projected + caustics that imitate the behavior of light shining through the water." + objectReference: {fileID: 0} + - target: {fileID: 4995077095936682008, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalPosition.x + value: -2.8 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalPosition.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalPosition.z + value: 5.2 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalRotation.w + value: 0.7071068 + objectReference: {fileID: 0} + - 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It uses very simple math and no texture samples so it is very + performance efficient. 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First, because of the high number of these meshes used on the + terrain, we have to make their shaders as fast and efficient as possible. + That mainly means keeping the number of texture samples low and doing more + work in the vertex shader instead of the pixel shader. And second, because + these meshes stop rendering and pop out at a specific distance, we have to + use a method to dissolve them out to prevent the harsh pop and make it less + obvious that they\u2019re being removed.\n\nIn each of the shaders, you\u2019ll + see the Distance Mask or Distance Cutoff node used to create a mask that + dissolves away the mesh at a distance before the mesh stops rendering." + objectReference: {fileID: 0} + - target: {fileID: 4135125235891897624, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_Name + value: InfoPanel + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} +--- !u!1001 &3029026351310103756 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 8981432136717117525} + m_Modifications: + - target: {fileID: 2244231380466416256, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 3577841645895695769, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 3580610915091520067, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_text + value: The fern shader uses a color, normal, and mask texture to define the + fern material. It animates the ferns based on wind settings. It also creates + a subsurface scattering effect so that the fern fronds are illuminated on + the reverse side from the sunlight. For ambient occlusion, we darken the + AO close to the ground. 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It supports Pixel displacement (Parallax Occlusion mapping) and + all of the parameters that go with it. (It does not support Material Types + other than standard.) For the main surface, users can apply a base map, mask + map, normal map, bent normal map, and height map. 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For + projects that use it, it\u2019s often applied to just about every mesh in + the game. Both the HDRP and URP versions of the Lit shader are very full-featured. + However, sometimes users want to add additional features to get just the + look they\u2019re trying to achieve, or remove unused features to optimize + performance. For users who aren\u2019t familiar with shader code, this can + be very difficult.\r\n\r\nFor that reason, we\u2019ve included Shader Graph + versions of the Lit shader for both URP and HDRP in this sample pack. Users + will be able to make a copy of the Shader Graph shader, and then change any + material that\u2019s currently referencing the code version of the Lit shader + with the Shader Graph version. All of the material settings will correctly + be applied and continue to work. They\u2019ll then be able to make changes + to the Shader Graph version as needed. Previously, this process required + first building the Shader Graph version from scratch - which was quite a + complex process.\r\n" + objectReference: {fileID: 0} + - target: {fileID: 4135125235891897624, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, + type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, + type: 3} + propertyPath: m_Name + value: InfoPanel + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, + type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} +--- !u!1001 &2209695988535297477 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 8981432136717117525} + m_Modifications: + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_LocalPosition.x + value: -2.36 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_LocalPosition.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_LocalPosition.z + value: 0.78 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_LocalRotation.w + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_LocalRotation.x + value: -0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_LocalRotation.y + value: -0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_LocalRotation.z + value: -0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_LocalEulerAnglesHint.x + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_LocalEulerAnglesHint.y + value: 90 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_LocalEulerAnglesHint.z + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1733781042500765333, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 1736223423933981007, guid: 96048391e5bc0af49b1edfa6e3a2427c, + type: 3} + propertyPath: m_text + value: "To create a more user-friendly GUI in the material, this shader uses + the same Custom Editor GUI that the code version uses. At the bottom of + the Graph Inspector, you\u2019ll see the following under Custom Editor GUI:\r\n\r\nRendering.HighDefinition.LitGUI\r\n\r\nIf + you need to add or remove parameters, we recommend removing the Custom Editor + GUI. 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For + projects that use it, it\u2019s often applied to just about every mesh in + the game. Both the HDRP and URP versions of the Lit shader are very full-featured. + However, sometimes users want to add additional features to get just the + look they\u2019re trying to achieve, or remove unused features to optimize + performance. For users who aren\u2019t familiar with shader code, this can + be very difficult.\r\n\r\nFor that reason, we\u2019ve included Shader Graph + versions of the Lit shader for both URP and HDRP in this sample pack. Users + will be able to make a copy of the Shader Graph shader, and then change any + material that\u2019s currently referencing the code version of the Lit shader + with the Shader Graph version. All of the material settings will correctly + be applied and continue to work. They\u2019ll then be able to make changes + to the Shader Graph version as needed. Previously, this process required + first building the Shader Graph version from scratch - which was quite a + complex process.\r\n" + objectReference: {fileID: 0} + - target: {fileID: 4135125235891897624, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_Name + value: InfoPanel + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} +--- !u!1001 &2209695988535297477 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 8981432136717117525} + m_Modifications: + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalPosition.x + value: -2.36 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalPosition.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalPosition.z + value: 0.78 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalRotation.w + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalRotation.x + value: -0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalRotation.y + value: -0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalRotation.z + value: -0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalEulerAnglesHint.x + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalEulerAnglesHint.y + value: 90 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalEulerAnglesHint.z + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1733781042500765333, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 1736223423933981007, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_text + value: "To create a more user-friendly GUI in the material, this shader uses + the same Custom Editor GUI that the code version uses. At the bottom of + the Graph Inspector, you\u2019ll see the following under Custom Editor GUI:\r\n\r\nUnityEditor.Rendering.Universal.ShaderGUI.LitShader\r\n\r\nIf + you need to add or remove parameters, we recommend removing the Custom Editor + GUI. It depends on many of the parameters and won\u2019t function properly + if they\u2019re removed.\r\n\r\n\r" + objectReference: {fileID: 0} + - target: {fileID: 3930991725020610956, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 6803405451949642736, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 7952654427140829992, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_text + value: Custom Editor GUI + objectReference: {fileID: 0} + - target: {fileID: 8999424632605148233, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_Name + value: InfoStand (2) + objectReference: {fileID: 0} + - target: {fileID: 8999424632605148233, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} +--- !u!4 &592766220135086316 stripped +Transform: + m_CorrespondingSourceObject: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + m_PrefabInstance: {fileID: 2209695988535297477} + m_PrefabAsset: {fileID: 0} +--- !u!1001 &3325690817238656555 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 8981432136717117525} + m_Modifications: + - 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It has features that can + be turned on and off depending on the application. Each feature is encapsulated + in a subgraph so it\u2019s easy to remove features you don\u2019t need. + You can also add new features in the chain of modules if you need something + else. \n\r\nTo help with performance, the shader has an LOD0 boolean parameter + exposed to the material. For materials applied to LOD0 of your rocks, this + should be true. For materials applied to the other LODs, this boolean should + be false. This feature turns off extra features that are only visible when + the rock is close so that non-LOD0 versions of your rocks render faster.\n\r\nAdditionally, + this shader branches using the Material Quality built-in keyword. This means + that the shader is set up to create a low quality, medium quality, and high + quality version depending on project settings. Features will be turned on + and off, or different variations of features will be used depending on the + project\u2019s Material Quality setting.\r\n" + objectReference: {fileID: 0} + - target: {fileID: 4135125235891897624, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_Name + value: InfoPanel + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} +--- !u!1001 &2062774031443439050 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 2020400256957045628} + m_Modifications: + - 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The texture + format is as follows:\r\n\r\nRG: normal XY\r\nB: ambient occlusion\r\nA: + smoothness/color overlay\r\n\r\nUse Default 2D format with Compression set + to High Quality.\r\n" + objectReference: {fileID: 0} + - target: {fileID: 4995077095936682008, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalPosition.x + value: -3.08 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalPosition.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalPosition.z + value: 5.86 + objectReference: {fileID: 0} + - target: {fileID: 5151998697988675438, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_LocalRotation.w + value: 0.7071068 + objectReference: {fileID: 0} + - 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Because it\u2019s + meant to be applied to larger bodies of water, it has two different sets + of scrolling normals for the surface ripples - one large, one small - to + break up the repetition of the ripples. 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Each one uses + reflection, refraction, surface ripples using scrolling normal maps, and + depth fog. Each also uses a few additional features that are unique to that + type of water.\n\nFor the water shaders to work correctly, ensure that you + have Opaque Texture and Depth Texture enabled on your render pipeline asset.\n\nFor + more information on how to use these water shaders, see the step by step + build process on display in this scene in the row behind this one. \r\n \n" + objectReference: {fileID: 0} + - target: {fileID: 4135125235891897624, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_Name + value: InfoPanel + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} +--- !u!1001 &2976765536452590207 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 8981432136717117525} + m_Modifications: + - target: {fileID: 3580610915091520067, guid: 217c64a5792b3cd45bbca2d0a6a3e16c, type: 3} + propertyPath: m_text + value: This shader is intended to be used on ponds or other small bodies of + non-flowing water. It uses 3 Gerstner waves subgraphs to animated the vertices + in a chaotic wave pattern. It also adds foam around the edges of the water + where it intersects with other objects. The unique thing about the foam implementation + in this shader is that it allows you to additionally paint a texture mask + that determines where foam can be placed manually. 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Each has a different subset of the available + rain effects. Applying all of the effects at once is a bit expensive on performance, + so it\u2019s best to choose the option with just the effects you need for + the specific type of object/surface." + objectReference: {fileID: 0} + - target: {fileID: 4135125235891897624, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_Name + value: InfoPanel + objectReference: {fileID: 0} + - target: {fileID: 6270412221303966579, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} + propertyPath: m_StaticEditorFlags + value: 2147483647 + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: 6c40ad478ff0e5a4c91d0b78f29e80e2, type: 3} +--- !u!1001 &3325690817238656555 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 8981432136717117525} + m_Modifications: + - 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It\u2019s best for small prop objects. 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We use the + Set Height brush to create a sloping terrain by creating a series of terraces + and then using the Smooth brush to smooth out the hard edges between the + terraces. + + + + Then we cut in our stream channel with the Set Height + brush in several different tiers heading down the slope. After cutting in + the stream, we smooth out the hard edges using the Smooth brush. + + + + We + finalize the terrain shape by adding polish using the Raise/Lower Height + brush and the Smooth brush to add touch-ups and variety. In this process, + we start out with large brushes and end up using small ones. + + + + Once + this step is done, we do revisit the terrain shape occasionally to add additional + touch ups, especially after adding in the water meshes in steps 3 and 4, + to ensure that the water meshes and terrain shape work together. + +' + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} +--- !u!4 &8238880412239631815 stripped +Transform: + m_CorrespondingSourceObject: {fileID: 4702955764361932724, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + m_PrefabInstance: {fileID: 3680042658855434867} + m_PrefabAsset: {fileID: 0} +--- !u!1001 &5670590467324726987 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 3608749374209294103} + m_Modifications: + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalPosition.x + value: 1.34 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalPosition.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalPosition.z + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalRotation.w + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalRotation.x + value: -0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalRotation.y + value: -0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalRotation.z + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalEulerAnglesHint.x + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalEulerAnglesHint.y + value: 90 + objectReference: {fileID: 0} + - target: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_LocalEulerAnglesHint.z + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1736223423933981007, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_text + value: In this tutorial, we show you step by step how to construct a forest + stream environment using some of the assets included in this sample. + objectReference: {fileID: 0} + - target: {fileID: 7952654427140829992, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_text + value: Forest Stream Tutorial + objectReference: {fileID: 0} + - target: {fileID: 8999424632605148233, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + propertyPath: m_Name + value: InfoStand + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} +--- !u!4 &6350775364206949346 stripped +Transform: + m_CorrespondingSourceObject: {fileID: 1626792839209827625, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} + m_PrefabInstance: {fileID: 5670590467324726987} + m_PrefabAsset: {fileID: 0} diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep1SculptTerrain.prefab.meta b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep1SculptTerrain.prefab.meta new file mode 100644 index 00000000000..a0082f1a02d --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep1SculptTerrain.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 78673a792d85d05438e41715fb2e68a3 +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep2TerrainMaterials.prefab b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep2TerrainMaterials.prefab new file mode 100644 index 00000000000..c6187b33982 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep2TerrainMaterials.prefab @@ -0,0 +1,150 @@ +%YAML 1.1 +%TAG !u! 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We have four + material layers - cobblestone rocks for our stream bed, dry dirt, rocky moss, + and mossy grass. To apply the materials, we begin by establishing guidelines. + The stones material goes in the stream bed. The dirt material goes along + the banks of the stream. As a transition between the first and the grass, + we use the rocky moss material. And finally, we use the grass material for + the background.\r\n\r\nWe first block in the materials according to our guidelines + with large, hard-edged brushes. Then we go back and blend the materials together + using smaller brushes. We paint one material over the other using brushes + with a low opacity value to blend the two materials together.\r\n\r\nEven + though our terrain materials exhibit tiling artifacts by themselves, we\u2019re + able to hide the tiling by giving each material a different tiling frequency. + When the materials are blended, they break up each others tiling artifacts. + We also cover the terrain with detail meshes (step 7) which further hides + the tiling.\r\n\n" + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} +--- !u!4 &8238880412239631815 stripped +Transform: + m_CorrespondingSourceObject: {fileID: 4702955764361932724, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + m_PrefabInstance: {fileID: 3680042658855434867} + m_PrefabAsset: {fileID: 0} diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep2TerrainMaterials.prefab.meta b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep2TerrainMaterials.prefab.meta new file mode 100644 index 00000000000..97bb39d7b84 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep2TerrainMaterials.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 615f127bf234025449f66de1fa5237e7 +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep3WaterPlanes.prefab b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep3WaterPlanes.prefab new file mode 100644 index 00000000000..15fe5a8ff93 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep3WaterPlanes.prefab @@ -0,0 +1,145 @@ +%YAML 1.1 +%TAG !u! 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The planes are placed in the stream + channel that\u2019s cut into the terrain, and then scaled along the Z axis + to stretch them along the length of the stream. Water flows in the local + -Z direction of the planes. Planes are scaled as long as they need to be + in order to reach from one stream height drop to the next.\r\n\r\nNotice + that the edges of the stream mesh are transparent at the start and at the + end. 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They are placed at the end of a stream plane and + slope down to connect to the next stream plane. We rotate the waterfall meshes + around the Y axis to align the waterfall mesh between the two stream planes.\r\n\r\nThe + pivot point of the waterfall is lined up vertically with the top portion + of the waterfall, so you can place the waterfall mesh at the exact same height + as the top stream plane, and then scale the waterfall mesh so that the bottom + portion of the waterfall mesh aligns with the lower stream plane.\r\n \n\r\nNotice + that the Sorting Priority parameter in the Advanced Options of the material + has been set to -1. 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The rocks are rotated and scaled to + give a variety of appearances.\n\nNotice that we\u2019ve created visual variety + by creating two different sizes of rocks - large boulders, and smaller rocks. + Overall, the rocks break up the shape of the stream and change the pattern + of the foam on the water surface.\n" + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_lineNumber + value: 12 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_lineOffset + value: 0.8713637 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_characterCount + value: 488 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_ElementAscender + value: -0.740625 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_ElementDescender + value: -0.8132387 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_LastBaseGlyphIndex + value: 487 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_textInfo.lineCount + value: 12 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_textInfo.wordCount + value: 86 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_lastCharacterOfLine + value: 487 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_textInfo.spaceCount + value: 88 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_totalCharacterCount + value: 488 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_firstCharacterOfLine + value: 488 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_textInfo.characterCount + value: 488 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_lastVisibleCharacterOfLine + value: 486 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_firstVisibleCharacterOfLine + value: 466 + objectReference: {fileID: 0} + - target: {fileID: 7809346879080935076, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + propertyPath: m_InternalTextProcessingArraySize + value: 488 + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} +--- !u!4 &8238880412239631815 stripped +Transform: + m_CorrespondingSourceObject: {fileID: 4702955764361932724, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + m_PrefabInstance: {fileID: 3680042658855434867} + m_PrefabAsset: {fileID: 0} diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep5AddRocks.prefab.meta b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep5AddRocks.prefab.meta new file mode 100644 index 00000000000..ce5339b16e8 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep5AddRocks.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e88335634b5697b4b8e1504388d3fac4 +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep6ReflectionProbes.prefab b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep6ReflectionProbes.prefab new file mode 100644 index 00000000000..6ed824a1755 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep6ReflectionProbes.prefab @@ -0,0 +1,151 @@ +%YAML 1.1 +%TAG !u! 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We have pebble + meshes that are added everywhere, including under the water. We have broad-leaf + nettle plants that are added around the edges of the water in the dirt areas. + We have ferns (3 variations) that are added just above the nettle in the + transition between dirt and grass, and we have clover that is added in between + the ferns and the grass. For the grass, we have three different meshes that + each fade out at a different distance from the camera to soften the fade-out + so that it doesn\u2019t happen all at once. The most dense grass is only + visible at 10 meters from the camera to improve performance. The three different + grass layers are painted somewhat randomly with all three layers being applied + where the terrain grass material is most dense and the most sparse grass + being painted around the edges.\r\n\r\nTo save on performance, our terrain + is set to fade out the detail meshes at 30 meters. This allows us to achieve + a nice density of meshes up close and then get rid of them further away where + they\u2019re not as visible. We hide the transition by dither fading the + meshes in the shader before the 30 meter point so there\u2019s not popping.\r\n + \n" + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} +--- !u!4 &8238880412239631815 stripped +Transform: + m_CorrespondingSourceObject: {fileID: 4702955764361932724, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + m_PrefabInstance: {fileID: 3680042658855434867} + m_PrefabAsset: {fileID: 0} diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep7TerrainDetailMeshes.prefab.meta b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep7TerrainDetailMeshes.prefab.meta new file mode 100644 index 00000000000..7f54fb3b7d0 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep7TerrainDetailMeshes.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 025c305d693b90f44b261309ee67d6dd +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep8WaterDecals.prefab b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep8WaterDecals.prefab new file mode 100644 index 00000000000..6bce642a705 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep8WaterDecals.prefab @@ -0,0 +1,147 @@ +%YAML 1.1 +%TAG !u! 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The Wetness decal makes the terrain and + other meshes around the stream look like they\u2019re wet, and the Caustics + decal imitates the appearance of lighting getting refracted by the surface + of the water and getting focused in animated patterns on the bottom of the + stream.\r\n\r\nFor the Wetness decal, it should be created and scaled so + that the top of the decal extends around half a meter above the surface of + the water. The top of the Caustics decal should be just under the water.\r\n\r\nFor + both decals, the decal volumes should be kept as small as possible in all + three dimensions - just large enough to cover their intended use and no larger. + You can also save some performance by lowering the Draw Distance parameter + on each decal so they are not drawn at a distance.\r\n \n" + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} +--- !u!4 &8238880412239631815 stripped +Transform: + m_CorrespondingSourceObject: {fileID: 4702955764361932724, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} + m_PrefabInstance: {fileID: 3680042658855434867} + m_PrefabAsset: {fileID: 0} diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/TutorialStep8WaterDecals.prefab.meta 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UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + +[ExecuteInEditMode] +public class AlignSceneView : MonoBehaviour +{ + + // Start is called before the first frame update + void Awake() + { + AlignCamera(transform); + } + + + private static void AlignCamera(Transform target) + { +#if UNITY_EDITOR + SceneView view = SceneView.lastActiveSceneView; + if (view == null) return; + Camera sceneCam = view.camera; + if(sceneCam == null) return; + sceneCam.transform.position = target.position; + sceneCam.transform.rotation = target.rotation; + view.AlignViewToObject(sceneCam.transform); +#endif + } + +} + + + diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/SRPCommon/Scripts/AlignSceneView.cs.meta b/Packages/com.unity.shadergraph/Samples~/ProductionReady/SRPCommon/Scripts/AlignSceneView.cs.meta new file mode 100644 index 00000000000..1508f30543c --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/SRPCommon/Scripts/AlignSceneView.cs.meta 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b/Packages/com.unity.shadergraph/Samples~/ProductionReady/SRPCommon/Scripts/Editor/SamplesShowcaseEditor.cs new file mode 100644 index 00000000000..55b598f47c5 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/SRPCommon/Scripts/Editor/SamplesShowcaseEditor.cs @@ -0,0 +1,369 @@ +using System.Collections.Generic; +using UnityEditor; +using UnityEditor.Rendering; +using UnityEngine; +using UnityEngine.UIElements; +using UnityEngine.UIElements.Experimental; +using System.Text.RegularExpressions; +using System.Text; +using System; +using System.Collections; +using System.Reflection; +using UnityEngine.Rendering; + +[InitializeOnLoad] +[CustomEditor(typeof(SamplesShowcase))] +public class SamplesShowcaseEditor : Editor +{ + private static readonly string UXMLPath = "SamplesSelectionUXML"; + public static readonly string[] supportedExtensions = {".shadergraph", ".vfx", ".cs", ".hlsl", ".shader", ".asset",".mat",".fbx",".prefab"}; + + SerializedProperty currentIndex; + Color headlineColor; + Color openColor; + Color highlightColor; + Color codeColor; + + DropdownField dropdownField; + List choices; + + + int indexSelected; + + + private VisualElement requiredSettingsBox; + private Dictionary requiredSettingsVE = new Dictionary(); + + + private void OnEnable() + { + SamplesShowcase.OnUpdateSamplesInspector += UpdateSamplesInspector; + currentIndex = serializedObject.FindProperty("currentIndex"); + RenderPipelineManager.activeRenderPipelineCreated += UpdateRequiredSettingsDisplay; + } + + private void OnDisable() + { + RenderPipelineManager.activeRenderPipelineCreated -= UpdateRequiredSettingsDisplay; + SamplesShowcase.OnUpdateSamplesInspector -= UpdateSamplesInspector; + } + + public void UpdateSamplesInspector() + { + SamplesShowcase self; + try + { + self = (SamplesShowcase)target; + } + catch + { + return; + } + + if (dropdownField !=null && self != null) + { + dropdownField.value = choices[self.currentIndex]; //make sure samples description is updated from what the scene is showing, even during runtime input or inspector duplication + } + + } + + public override VisualElement CreateInspectorGUI() + { + var root = new VisualElement(); + var visualTree = Resources.Load(UXMLPath); + VisualElement inspectorUI = visualTree.CloneTree(); + root.Add(inspectorUI); + + var self = (SamplesShowcase)target; + + //colors + headlineColor = EditorGUIUtility.isProSkin ? self.headlineDarkColor : self.headlineLightColor; + openColor = EditorGUIUtility.isProSkin ? self.openDarkColor : self.openLightColor; + highlightColor = EditorGUIUtility.isProSkin ? self.highlightDarkColor : self.highlightLightColor; + codeColor = EditorGUIUtility.isProSkin ? self.codeDarkColor : self.codeLightColor; + root.Q