Skip to content

Commit

Permalink
Screenshot audit and bugfix (#2259)
Browse files Browse the repository at this point in the history
* Updated DecalProjector screenshot

* Updated environment lighting page and screenshot

* Fixed bug in frame settings doc

* Update Frame-Settings.md

* Updated volume override images

* Updated post-processing docs

* Updated SSR reference doc

* Finished screenshot audit

* Fixed bug in autodesk shaders

* Added debug menu entries

* Added RequestedVirtualTextureTiles entry

* Updated outdated docs that did not reflect the image

* Update Render-Pipeline-Debug-Window.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
  • Loading branch information
JordanL8 and Lewis Jordan authored Oct 19, 2020
1 parent dcc4674 commit c1b3c12
Show file tree
Hide file tree
Showing 38 changed files with 135 additions and 135 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -23,28 +23,28 @@ When Unity imports an FBX with a compatible Autodesk shader, it automatically cr
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-opacity-map(mask).md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/mask-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/mask-threshold.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties-uxml/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties-uxml/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/emission.md)]
[!include[](snippets/shader-properties-uxml/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/motion-vector-for-vertex-animation.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-opacity-map(mask).md)]
[!include[](snippets/shader-properties/autodesk-interactive/mask-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/mask-threshold.md)]
[!include[](snippets/shader-properties/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties/general/emission.md)]
[!include[](snippets/shader-properties/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties/general/motion-vector-for-vertex-animation.md)]
</table>
Original file line number Diff line number Diff line change
Expand Up @@ -23,27 +23,27 @@ When Unity imports an FBX with a compatible Autodesk shader, it automatically cr
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-opacity-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/opacity.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties-uxml/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties-uxml/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/emission.md)]
[!include[](snippets/shader-properties-uxml/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/motion-vector-for-vertex-animation.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-opacity-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/opacity.md)]
[!include[](snippets/shader-properties/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties/general/emission.md)]
[!include[](snippets/shader-properties/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties/general/motion-vector-for-vertex-animation.md)]
</table>
Original file line number Diff line number Diff line change
Expand Up @@ -23,27 +23,27 @@ When Unity imports an FBX with a compatible Autodesk shader, it automatically cr
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-ao-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/ao-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties-uxml/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties-uxml/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/emission.md)]
[!include[](snippets/shader-properties-uxml/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/motion-vector-for-vertex-animation.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/use-ao-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/ao-map.md)]
[!include[](snippets/shader-properties/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties/general/emission.md)]
[!include[](snippets/shader-properties/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties/general/motion-vector-for-vertex-animation.md)]
</table>
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,7 @@ HDRP also allows you to implement your own sky types that display a background a

## Lighting environment

The **Environment (HDRP)** is a section in the Lighting window that allows you to specify which sky to use for indirect ambient light. To open the window, select **Window > Lighting Settings**.
The **Environment (HDRP)** is a section in the Lighting window that allows you to specify which sky to use for indirect ambient light. To open the window, select **Window > Rendering > Lighting > Environment**.

![](Images/EnvironmentLighting1.png)

Expand All @@ -45,7 +45,7 @@ The **Environment (HDRP)** section is at the top and has two settings that you c
| **Profile** | A [Volume Profile](Volume-Profile.md) for the sky. This Volume Profile must include at least one Sky Volume override. |
| **Static Lighting Sky** | The sky to use for the Global Illumination simulation. The drop-down only contains sky types that the **Profile** includes. For example, if the **Profile** includes a **Gradient Sky** Volume override, you can select **Gradient Sky** from this drop-down.<br/>You can only edit this setting if you assign a Volume Profile to the **Profile** field. |

You can assign the same Volume Profile to both the **Static Lighting Sky** field and a Volume in your Scene. If you do this, and use the same sky settings for the baked lighting and the visual background in the Volume, the baked lighting accurately matches the background at runtime. If you want to control the light baking for the environment lighting separately to the visual background in your Scene, you can assign a different Volume Profile for each process.
You can assign the same Volume Profile to both the **Static Lighting Sky** field and a [Volume](Volumes.md) in your Scene. If you do this, and use the same sky settings for the baked lighting and the visual background in the Volume, the baked lighting accurately matches the background at runtime. If you want to control the light baking for the environment lighting separately to the visual background in your Scene, you can assign a different Volume Profile for each process.

**Note**: Changes to the baking environment only affect baked lightmaps and Light Probes during the baking process.

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@ These settings determine the method that the Cameras and Reflection Probes using
| - **Depth Prepass within Deferred** | If you enable Decals then HDRP forces a depth prepass and you can not disable this feature. This feature fills the depth buffer with all Meshes, without rendering any color. It is an optimization option that depends on the Unity Project you are creating, meaning that you should measure the performance before and after you enable this feature to make sure it benefits your Project. This is only available if you set **Lit Shader Mode** to **Deferred**. |
| - **Clear GBuffers** | Enable the checkbox to make HDRP clear GBuffers for Cameras using these Frame Settings. This is only available if you set **Lit Shader Mode** to **Deferred**. |
| - **MSAA within Forward** | Enable the checkbox to enable MSAA for the rendering components using these Frame Settings. This is only available if you set **Lit Shader Mode** to **Forward**. |
| - **Alpha To Mask** | Enable the checkbox to make HDRP render with **Alpha to Mask** Materials that have enabled it. This is only available if you enable **MSAA within Forward**.")]
| - **Alpha To Mask** | Enable the checkbox to make HDRP render with **Alpha to Mask** Materials that have enabled it. This is only available if you enable **MSAA within Forward**.|
| **Opaque Objects** | Enable the checkbox to make HDRP render Materials that have their **Surface Type** set to **Opaque**. If you disable this settings, Cameras/Reflection Probes using these Frame Settings do not render any opaque GameObjects. |
| **Transparent Objects** | Enable the checkbox to make HDRP render Materials that have their **Surface Type** set to **Transparent**. If you disable this setting, Cameras/Reflection Probes using these Frame Settings do not render any transparent GameObjects. |
| **Decals** | Enable the checkbox to make HDRP process decals. Enable this on cameras that you want to render decals. |
Expand All @@ -37,7 +37,7 @@ These settings determine the method that the Cameras and Reflection Probes using
| **Transparent Postpass** | Enable the checkbox to make HDRP perform a Transparent Postpass. Enabling this feature causes HDRP to add polygons to the depth buffer that post-processing uses. |
| **Low Resolution Transparent** | Enable the checkbox to allow HDRP to perform a low resolution render pass. If you disable this checkbox, HDRP renders transparent Materials using the **Low Resolution** render pass in full resolution. |
| **Ray Tracing** | Enable the checkbox to allow this Camera to use ray tracing features. This is only available if you enable ray tracing support in your [HDRP Asset](HDRP-Asset.md). |
| **Custom Pass** | Enable the checkbox to allow this Camera to use custom passes. This is only enabled if you enable custom passes in your HDRP asset.
| **Custom Pass** | Enable the checkbox to allow this Camera to use custom passes. This is only enabled if you enable custom passes in your HDRP asset.|
| **Motion Vectors** | Enable the checkbox to make HDRP perform a Motion Vectors pass, allowing Cameras using these Frame Settings to use Motion Vectors. Disabling this feature means the Cameras using these Frame Settings do not calculate object motion vectors or camera motion vectors. |
| - **Opaque Object Motion** | Enable the checkbox to make HDRP support object motion vectors. Enabling this feature causes HDRP to calculate motion vectors for moving objects and objects with vertex animations. HDRP Cameras using these Frame Settings still calculate camera motion vectors if you disable this feature. |
| - **Transparent Object Motion** | Enable the checkbox to allow HDRP to write the velocity of transparent GameObjects to the velocity buffer. To make HDRP write transparent GameObjects to the velocity buffer, you must also enable the **Transparent Writes Velocity** checkbox on each transparent Material. Enabling this feature means that effects, such as motion blur, affect transparent GameObjects. This is useful for alpha blended objects like hair. |
Expand Down
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading

0 comments on commit c1b3c12

Please sign in to comment.