diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader-Masked.md b/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader-Masked.md
index c615d6aff96..130f0faf4fe 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader-Masked.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader-Masked.md
@@ -23,28 +23,28 @@ When Unity imports an FBX with a compatible Autodesk shader, it automatically cr
Property |
Description |
-[!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)]
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader-Transparent.md b/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader-Transparent.md
index 72915a52b18..cf88f634ee4 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader-Transparent.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader-Transparent.md
@@ -23,27 +23,27 @@ When Unity imports an FBX with a compatible Autodesk shader, it automatically cr
Property |
Description |
-[!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)]
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader.md
index 220653a6529..607f4491336 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader.md
@@ -23,27 +23,27 @@ When Unity imports an FBX with a compatible Autodesk shader, it automatically cr
Property |
Description |
-[!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)]
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Environment-Lighting.md b/com.unity.render-pipelines.high-definition/Documentation~/Environment-Lighting.md
index 1dffd99e37d..7fe283b1c8e 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Environment-Lighting.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Environment-Lighting.md
@@ -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**.

@@ -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.
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.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md
index 988dcd2f16e..b8205b968d2 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md
@@ -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. |
@@ -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. |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/DecalProjector5.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/DecalProjector5.png
index 0e3c0f529bf..c46d60cc557 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Images/DecalProjector5.png
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/DecalProjector5.png
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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-size 10236
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+size 13678
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/EnvironmentLighting1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/EnvironmentLighting1.png
index 5797b6479ea..8745bbcd651 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Images/EnvironmentLighting1.png
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/EnvironmentLighting1.png
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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+size 10019
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png
index f99a790234f..3a1797b088d 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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+size 13887
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-DiffusionProfile1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-DiffusionProfile1.png
index bd12d76a7e1..80a0f30f887 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-DiffusionProfile1.png
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-DiffusionProfile1.png
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure1.png
index 3f503ff30be..8ba27e8baf8 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure1.png
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure1.png
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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+oid sha256:b7ed21134c063078e59cf6c90809059887a7f3d5199b16c3b96d2adac511d3ad
+size 14492
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-IndirectLightingController1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-IndirectLightingController1.png
index fe62dfd2966..38a502c45bb 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-IndirectLightingController1.png
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-IndirectLightingController1.png
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diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md
index 3e3755df230..dc26f76e907 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md
@@ -38,10 +38,11 @@ Only one Light can cast Contact Shadows at a time. This means that, if you have
| __Max Distance__ | The distance from the Camera, in meters, at which HDRP begins to fade Contact Shadows out to zero. |
| __Fade In Distance__ | The distance, in meters, over which HDRP fades Contact Shadows in when past the **Min Distance**. |
| __Fade Out Distance__ | The distance, in meters, over which HDRP fades Contact Shadows out when at the __Max Distance__. |
-| __Sample Count__ | Use the slider to set the number of samples HDRP uses for ray casting. Increasing this increases quality at the cost of performance. |
| __Opacity__ | Use the slider to set the opacity of the Contact Shadows. Lower values result in softer, less prominent shadows. |
-| **Ray Bias** | Controls the bias applied to the screen space ray cast to get contact shadows. Higher values can reduce self shadowing, however too high values might lead to peter-panning that can be especially undesirable with contact shadows. |
+| **Bias** | Controls the bias applied to the screen space ray cast to get contact shadows. Higher values can reduce self shadowing, however too high values might lead to peter-panning that can be especially undesirable with contact shadows. |
| **Thickness** | Controls the thickness of the objects found along the ray, essentially thickening the contact shadows. It can be used to fill holes in the shadows, however might also lead to overly wide shadows. |
+| **Quality** | Specifies the quality level to use for this effect. Each quality level applies different preset values. Unity also stops you from editing the properties that the preset overrides. If you want to set your own values for every property, select **Custom**. |
+| __Sample Count__ | Use the slider to set the number of samples HDRP uses for ray casting. Increasing this increases quality at the cost of performance. |
## Details
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md
index d61bf26f804..c548f6b011e 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md
@@ -18,7 +18,7 @@ To add a **Diffusion Profile Override** to a Volume:
| **Property** | **Description** |
| ------------------------------------------ | ------------------------------------------------------------ |
| **Diffusion Profile List** | Assign a Diffusion Profile to each field to create a list of Diffusion Profiles that Materials in this Volume can use. Click the plus icon to add another field. To remove a Diffusion Profile from the list, select it in the list and click the minus icon. |
-| **Fill Profile List With Scene Materials** | Click this button to remove every Diffusion Profile in the **Diffusion Profile List** and then re-populate the list with Diffusion Profiles that Materials within the bounds of this local Volume use. Note that this does not work with Materials that use a ShaderGraph Shader. This property is only available when you select **Local** from the **Mode** drop-down in the Volume component. Add a Collider to this GameObject to set the bounds of the Volume. |
+| **Fill Profile List With Scene Materials** | Click this button to remove every Diffusion Profile in the **Diffusion Profile List** and then re-populate the list with Diffusion Profiles that Materials within the bounds of this local Volume use. Note that this does not work with Materials that use a ShaderGraph Shader.
This property is only available when you select **Local** from the **Mode** drop-down in the Volume component. Add a Collider to this GameObject to set the bounds of the Volume. |
## Details
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md
index e1a7e015211..8ed82e1ad48 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md
@@ -23,7 +23,7 @@ The **Indirect Lighting Controller** uses the [Volume](Volumes.md) framework, so
| **Indirect Diffuse Lighting Layers** | Specifies the [Light Layers](Light-Layers.md) for indirect diffuse lighting. If you enable Light Layers, you can use them to decouple Meshes in your Scene from the above multiplier. |
| **Reflection Lighting Multiplier** | A multiplier for baked, realtime, custom [Reflection Probes](Reflection-Probe.md) and [Planar Probes](Planar-Reflection-Probe.md), [Screen-Space Reflection](Override-Screen-Space-Reflection.md), [Ray-Traced Reflection](Ray-Traced-Reflections.md), and Sky Reflection. HDRP multiplies the light data from all of these by this value. |
| **Reflection Lighting Layers** | LSpecifies the [Light Layers](Light-Layers.md) for reflection lighting. If you enable Light Layers, you can use them to decouple Meshes in your Scene from the above multiplier. |
-| **Reflection Probe Intensity Multiplier** | A multiplier for baked, realtime, and custom [Reflection Probes](Reflection-Probe.md) and [Planar Probes](Planar-Reflection-Probe.md). HDRP multiplies the Reflection Probe data by this value. |
+| **Reflection/Planar Probe Intensity Multiplier** | A multiplier for baked, realtime, and custom [Reflection Probes](Reflection-Probe.md) and [Planar Probes](Planar-Reflection-Probe.md). HDRP multiplies the Reflection Probe data by this value. |
## Details
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md
index b0dcdff1bb7..b762aed1565 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md
@@ -25,7 +25,7 @@ HDRP uses the [Volume](Volumes.md) framework to calculate SSGI, so to enable and
| **Property** | **Description** |
| ----------------------------- | ------------------------------------------------------------ |
-| **Quality** | Control the overall quality of the effect. Higher quality mean higher GPU cost.|
+| **Quality** | Specifies the overall quality of the effect. The higher the quality, the more resource-intensive the effect is to process.|
| **Full Resolution** | Toggles whether HDRP calculates SSGI at full resolution. |
| **Ray Steps** | The number of ray steps to use to calculate SSGI. If you set this to a higher value, the quality of the effect improves, however it is more resource intensive to process. |
| **Filter Radius** | The size of the filter use to smooth the effect after raymarching. Higher value mean blurrier result and is more resource intensive. |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md
index 00ade97a578..dc46d6cbec0 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md
@@ -26,12 +26,14 @@ HDRP uses the [Volume](Volumes.md) framework to calculate SSR, so to enable and
| **Property** | **Description** |
| ----------------------------- | ------------------------------------------------------------ |
-| **Screen Edge Fade Distance** | Use the slider to control the distance at which HDRP fades out screen space reflections when the destination of the ray is near the boundaries of the screen. Increase this value to increase the distance from the screen edge at which HDRP fades out screen space reflections for a ray destination. |
-| **Max Number of Ray Steps** | Sets the maximum number of iterations that the algorithm can execute before it stops trying to find an intersection with a Mesh. For example, if you set the number of iterations to 1000 and the algorithm only needs 10 to find an intersection, the algorithm terminates after 10 iterations. If you set this value too low, the algorithm may terminate too early and abruptly stop reflections. |
-| **Object Thickness** | Use the slider to control the thickness of the GameObjects on screen. Because the SSR algorithm can not distinguish thin GameObjects from thick ones, this property helps trace rays behind GameObjects. The algorithm applies this property to every GameObject uniformly. |
-| **Min Smoothness** | Use the slider to set the minimum amount of surface smoothness at which HDRP performs SSR tracing. Lower values result in HDRP performing SSR tracing for less smooth GameObjects. |
+| **Enable** | Indicates whether HDRP processes SSR for Cameras in the influence of this effect's Volume . |
+| **Minimum Smoothness** | Use the slider to set the minimum amount of surface smoothness at which HDRP performs SSR tracing. Lower values result in HDRP performing SSR tracing for less smooth GameObjects. |
| **Smoothness Fade Start** | Use the slider to set the smoothness value at which SSR reflections begin to fade out. Lower values result in HDRP fading out SSR reflections for less smooth GameObjects |
| **Reflect Sky** | Indicates whether HDRP should use SSR to handle sky reflection. If you disable this property, pixels that reflect the sky use the next level of the [reflection hierarchy](Reflection-in-HDRP.md#ReflectionHierarchy).
**Note**: SSR uses the depth buffer to calculate reflection and HDRP does not add transparent GameObjects to the depth buffer. If you enable this property, transparent GameObject that appear over the sky in the color buffer can cause visual artifacts and incorrect looking reflection. This is a common limitation for SSR techniques. |
+| **Screen Edge Fade Distance** | Use the slider to control the distance at which HDRP fades out screen space reflections when the destination of the ray is near the boundaries of the screen. Increase this value to increase the distance from the screen edge at which HDRP fades out screen space reflections for a ray destination. |
+| **Object Thickness** | Use the slider to control the thickness of the GameObjects on screen. Because the SSR algorithm can not distinguish thin GameObjects from thick ones, this property helps trace rays behind GameObjects. The algorithm applies this property to every GameObject uniformly. |
+| **Quality** | Specifies the quality level to use for this effect. Each quality level applies different preset values. Unity also stops you from editing the properties that the preset overrides. If you want to set your own values for every property, select **Custom**. |
+| **Max Ray Steps** | Sets the maximum number of iterations that the algorithm can execute before it stops trying to find an intersection with a Mesh. For example, if you set the number of iterations to 1000 and the algorithm only needs 10 to find an intersection, the algorithm terminates after 10 iterations. If you set this value too low, the algorithm may terminate too early and abruptly stop reflections. |
## Limitations
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Planar-Reflection-Probe.md b/com.unity.render-pipelines.high-definition/Documentation~/Planar-Reflection-Probe.md
index a2a9905c24d..e3404f06bf6 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Planar-Reflection-Probe.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Planar-Reflection-Probe.md
@@ -91,4 +91,4 @@ You can use Scene view gizmos to visually customize specific properties.
If you use a Planar Reflection Probe as a mirror (i.e its influence volume overlap a GameObject with a Material that has its smoothness and metallic properties set to 1) it is best practice to disable the **Rough Refraction** property to decrease the resource intensity.
If a receiving surface isn't a perfect mirror and the **Rough Reflection** option is disabled, the surface still renders smooth, but the result is physically incorrect.
-
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md
index 5ae768df948..e4095da913e 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md
@@ -39,7 +39,7 @@ Bloom includes [more options](More-Options.md) that you must manually expose.
| **Property** | **Description** |
| -------------------------- | ------------------------------------------------------------ |
-| **Resolution** | Use the drop-down to set the resolution at which HDRP processes the Bloom effect. If you target consoles that use a very high resolution (for example, 4k), select **Quarter,** because it is less resource-intensive.
• **Quarter**: Uses quarter the screen resolution.
• **Half**: Uses half the screen resolution. This property only appears when you enable [more options](More-Options.md). |
+| **Resolution** | Use the drop-down to set the resolution at which HDRP processes the Bloom effect. If you target consoles that use a very high resolution (for example, 4k), select **Quarter,** because it is less resource-intensive.
• **Quarter**: Uses quarter the screen resolution.
• **Half**: Uses half the screen resolution.
This property only appears when you enable [more options](More-Options.md). |
| **High Quality Prefiltering** | Enable the checkbox to make HDRP use 13 samples instead of 4 during the prefiltering pass. This increases the resource intensity of the Bloom effect, but results in less flickering by small and bright objects like the sun.
This property only appears when you enable [more options](More-Options.md). |
| **High Quality Filtering** | Enable the checkbox to make HDRP use bicubic filtering instead of bilinear filtering. This increases the resource intensity of the Bloom effect, but results in smoother visuals.
This property only appears when you enable [more options](More-Options.md). |
| **Anamorphic** | Enable the checkbox to make the bloom effect take the **Anamorphism** property of the Camera into account. This stretches the bloom horizontally or vertically like it would on anamorphic sensors.
This property only appears when you enable [more options](More-Options.md). |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md
index 688429117cc..e860b98488f 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md
@@ -20,11 +20,12 @@ Motion Blur includes [more options](More-Options.md) that you must manually expo
| **Property** | **Description** |
| ---------------------------------- | ------------------------------------------------------------ |
| **Intensity** | Set the strength of the Motion Blur effect. This scales the magnitude of the velocities present in the velocity buffer. Set this value to 0 to disable Motion Blur. |
+| **Quality** | Specifies the quality level to use for this effect. Each quality level applies different preset values. Unity also stops you from editing the properties that the preset overrides. If you want to set your own values for every property, select **Custom**. |
| **Sample Count** | Set the maximum number of sample points HDRP uses to compute the Motion Blur effect. Higher values increase the quality and produce a smoother blur. Higher values also increase the resource intensity of the effect. |
| **Maximum Velocity** | Use the slider to set the maximum velocity, in pixels, that HDRP allows for all sources of motion blur except Camera rotation. This clamps any value above this threshold to the threshold value. Higher values result in a more intense blur, and an increase in resource intensity. |
| **Minimum Velocity** | Use the slider to set the minimum velocity, in pixels, that triggers motion blur. Higher values mean that HDRP does not calculate Motion Blur for slow-moving GameObjects. This decreases the resource intensity. |
| **Camera Rotation Velocity Clamp** | Use the slider to set the maximum velocity that HDRP allows Camera rotation to contribute to the velocities of GameObjects. This value is expressed in terms of screen fraction. Higher values result in Camera rotation giving wider blurs. |
-| **Camera Motion Blur** | This option can be toggled off to remove the contribution of the camera movement from the motion blur. |
+| **Camera Motion Blur** | Indicates whether camera movement contributes to motion blur. Disable this property to stop camera movement from contributing to motion blur. |
## Details
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md
index 18a139a0de9..fae2f298ba7 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md
@@ -181,7 +181,8 @@ The **Rendering** panel has tools that you can use to visualize various HDRP ren
| **Debug Option** | **Description** |
| ----------------------------- | ------------------------------------------------------------ |
-| **Fullscreen Debug Mode** | Use the drop-down to select a rendering mode to display as an overlay on the screen.
• **Motion Vectors**: Select this option to display motion vectors. Note that object motion vectors are not visible in the Scene view.
• **NaN Tracker**: Select this option to display an overlay that highlights [NaN]() values.
• **Quad Overdraw**: Select this option to display an overlay that highlights gpu quads running multiple fragment shaders. This is mainly caused by small or thin triangles. Use LODs to reduce the amount of overdraw when objects are far away. (This mode is currently not supported on Metal and PS4)
• **Vertex Density**: Select this option to display an overlay that highlights pixels running multiple vertex shaders. A vertex can be run multiple times when part of different triangles. This helps finding models that need LODs. (This mode is currently not supported on Metal) |
+| **Fullscreen Debug Mode** | Use the drop-down to select a rendering mode to display as an overlay on the screen.
• **Motion Vectors**: Select this option to display motion vectors. Note that object motion vectors are not visible in the Scene view.
• **NaN Tracker**: Select this option to display an overlay that highlights [NaN](https://en.wikipedia.org/wiki/NaN) values.
• **ColorLog**: Select this option to show how the raw, log-encoded buffer looks before color grading takes place.
• **DepthOfFieldCoc**: Select this option to display the circle of confusion for the depth of field effect. The circle of confusion shows how much the depth of field effect blurs a given pixel/area.
• **Quad Overdraw**: Select this option to display an overlay that highlights gpu quads running multiple fragment shaders. This is mainly caused by small or thin triangles. Use LODs to reduce the amount of overdraw when objects are far away. (This mode is currently not supported on Metal and PS4).
• **Vertex Density**: Select this option to display an overlay that highlights pixels running multiple vertex shaders. A vertex can be run multiple times when part of different triangles. This helps finding models that need LODs. (This mode is currently not supported on Metal).
• **TransparencyOverdraw**: Select this option to view the number of transparent pixels that draw over one another. This represents the amount of on-screen overlapping of transparent pixel. This is useful to see the amount of pixel overdraw for transparent GameObjects from different points of view in the Scene. This debug option displays each pixel as a heat map going from black (which represents no transparent pixels) through blue to red (at which there are **Max Pixel Cost** number of transparent pixels).
• **RequestedVirtualTextureTiles**: Select this option to display what texture tile each pixel uses. Pixels that this debug view renders with the same color request the same texture tile to be streamed into video memory by the streaming virtual texturing system. This debug view is useful to see which areas of the screen use textures that the virtual texturing system steams into video memory. It can help to identify issues with the virtual texture streaming system. |
+| - **Max Pixel Cost** | The scale of the transparency overdraw heat map. For example, a value of 10 displays a red pixel if 10 transparent pixels overlap. Any number of overdraw above this value also displays as red.
This property only appears if you set **Fullscreen Debug Mode** to **TransparencyOverdraw**. |
| **MipMaps** | Use the drop-down to select a mipmap streaming property to debug.
• **None**: Select this option to disable this debug feature.
• **MipRatio**: Select this option to display a heat map of pixel to texel ratio. A blue tint represents areas with too little Texture detail (the Texture is too small). A bed tint represents areas with too much Texture detail (the Texture is too large for the screen area). If the debugger shows the original colour for a pixel, this means that the level of detail is just right.
• **MipCount**: Select this option to display mip count as grayscale from black to white as the number of mips increases (for up to 14 mips, or 16K size). Red inidates Textures with more than 14 mips. Magenta indicates Textures with 0 mips or that the Shader does not support mip count.
• **MipCountReduction**: Select this option to display the difference between the current mip count and the original mip count as a green scale. A brighter green represents a larger reduction (that mip streaming saves more Texture memory). Magenta means that the debugger does not know the original mip count.
• **StreamingMipBudget**: Select this option to display the mip status due to streaming budget. Green means that streaming Textures saves some memory. Red means that mip levels are lower than is optimal, due to full Texture memory budget. White means that streaming Textures saves no memory.
• **StreamingMip**: Select this option to display the same information as **StreamingMipBudget**, but to apply the colors to the original Textures. |
| **- Terrain Texture** | Use the drop-down to select the terrain Texture to debug the mipmap for. This property only appears when you select an option other than **None** from the **MipMaps** drop-down. |
| **Color Picker - Debug Mode** | Use the drop-down to select the format of the color picker display. |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Unlit-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Unlit-Shader.md
index 54417c25916..a483630d766 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Unlit-Shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Unlit-Shader.md
@@ -14,8 +14,6 @@ New Materials in HDRP use the [Lit Shader](Lit-Shader.md) by default. To create
3. Click the __Shader__ drop-down at the top of the Material Inspector, and select __HDRP > Unlit__.
-
-
## Properties
### Surface Options
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md b/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md
index 6f7beab0850..d9cc874f8e8 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md
@@ -4,7 +4,7 @@ __Volume Overrides__ are structures which contain values that override the defau
[Fog](Override-Fog.md) is an example of a Volume Override:
-
+
Each Volume Override property has a checkbox on its left. Enable the checkbox to make that property editable. This also tells HDRP to use that property for this Volume component rather than the default value. If you disable the checkbox, HDRP ignores the property you set and uses the Volume’s default value for that property instead.