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Added menu trail to change atlas resolution (#6755)
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com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md

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@@ -4,22 +4,20 @@ In the High Definition Render Pipeline (HDRP), some features work differently be
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## New Scene
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New Scene system in HDRP rely on a prefab in your project. It also depend on default settings set for the Volumes. If you already have configured one with the Wizard, you need to update it regarding the **Default Volume Profile Asset** (in **Edit > Project Settings > HDRP Default Settings**).
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The New Scene system in HDRP relies on a Prefab in your project. It also depends on default settings set for the Volumes. If you have already configured one with the Wizard, you need to update it regarding the **Default Volume Profile Asset** (in **Edit > Project Settings > HDRP Default Settings**).
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If you use default prefab (the one created by the wizard) and rely on default **Default Volume Profile Asset**, then your prefab will not be sync anymore with the default volume profile and you must update it.
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If you use the default Prefab (the one created by the wizard) and rely on the default **Default Volume Profile Asset**, then your Prefab won't be in sync with the default volume profile and you must update it.
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The easiest way is to ask the Wizard to recreate a new one:
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The easiest way is to recreate a new one using the Wizard:
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1. Open the Wizard (**Window > Rendering > HDRP Wizard**)
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2. Remove the prefab set in **Default Scene Prefab**.
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3. [*Optional*] Keep a copy of your previous prefab if it have been customized to not lost your version. To do so, just rename the prefab. It will prevent to be overridden.
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2. Remove the Prefab set in **Default Scene Prefab**.
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3. [*Optional*] Keep a copy of your previous Prefab if you have customized it, so you don't lose your version. To do so, rename the Prefab. It will prevent the Prefab being overridden.
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4. Look at the **Configuration Checking** below for the line **Default Scene Prefab** and click on the **Fix** button.
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5. [*Optional*] Report your custom change in the new created prefab.
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5. [*Optional*] Report your custom change in the new created Prefab.
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Then repeat this for **Default DXR Scene Prefab** if you were also using DXR.
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New Scene system in HDRP rely on a prefab in your project. If you have already configured one with the Wizard, you need to update it.
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<a name="ProceduralSky"></a>
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## Procedural Sky
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3. In the **Samples** section, click on the **Import in project** button for the **Procedural Sky** entry. If you have a Scene open that uses the Procedural Sky, the sky re-appears, but its settings are reset to the default values.
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4. To recover your sky settings, you must quit Unity without saving and then re-open your Project.
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The last step is important because, if you haven't installed the sample and load a Scene that uses a Procedural Sky, then the Procedural Sky data in the Volume is lost. Unity does not serialize this so you can close and re-open Unity to recover your settings.
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The last step is important because, if you haven't installed the sample and load a Scene that uses a Procedural Sky, then the Procedural Sky data in the Volume is lost. Unity doesn't serialize this so you can close and re-open Unity to recover your settings.
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## Sky Intensity Mode
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## Cookie textures (Spot, Area and Directional lights) and Planar Reflection Probes
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Before 7.x, we stored cookies of Spot, Area and directional lights and planars into texture arrays. Due to the usage of these arrays, we were limited to use the same size for every element in one array. For cookie textures, a convertion code ensured that if a texture size wasn't exatcly the same as the size of the texture array (defined in the HDRP asset), then it was scaled to fit the size of the array.
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Before 7.x, we stored cookies of Spot, Area, and directional lights and planars into texture arrays. Due to the usage of these arrays, we were limited to use the same size for every element in one array. For cookie textures, a convertion code ensured that if a texture size wasn't exatcly the same as the size of the texture array (defined in the HDRP asset), then it was scaled to fit the size of the array.
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Now that we're using an atlas we don't have this limitation anymore. It means that the cookie size you were using might differ now that we use the real size of the texture and could result in more sharp / pixelated cokies if your texture were too big or too small. If you encounter this kind of issue, we recommend fixing the images directly.
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For Planar Reflection Probes it also means that you can use different resolution per probe.
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You may also encounter this error in the console: `No more space in the 2D Cookie Texture Atlas. To solve this issue, increase the resolution of the cookie atlas in the HDRP settings.` This means that there is no space left in the Cookie atlas because there are too many of them in the view or the cookie textures are too big. To solve this issue you can either lower the resolution of the cookie textures or increase the atlas resolution in the HDRP settings.
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You may also encounter this error in the console: `No more space in the 2D Cookie Texture Atlas. To solve this issue, increase the resolution of the cookie atlas in the HDRP settings.` This means that there is no space left in the Cookie atlas because there are too many of them in the view or the cookie textures are too big. To solve this issue you can either lower the resolution of the cookie textures or increase the atlas resolution by going to **Edit** > **Project Settings** > **Quality** > **HDRP** > **DefaultHDRPAsset** > **Lighting** > **Cookies** > **2D Atlas Size**.
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## Max Smoothness, Emission Radius, Bake Shadows Radius and Bake Shadows Angle
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Before 7.x, Max Smoothness, Emission Radius, and Bake Shadows Radius were separate controls for Point and Spot Lights. From 7.x, the UI displays a single property, called **Radius** that controls all of the properties mentioned above.
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Also, Max Smoothness, Angular Diameter, and Bake Shadows Angle were separate controls for Directional Lights. The UI now displays a single property, called **Angular Diameter**, that controls all the mentioned above.
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When upgrading, a slight shift of highlight shape or shadow penumbra size can occur. This happens if you set the original properties to values that do not match what the automatic conversion from "Radius" or "Angular Diameter" results in.
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When upgrading, a slight shift of highlight shape or shadow penumbra size can occur. This happens if you set the original properties to values that don't match what the automatic conversion from "Radius" or "Angular Diameter" results in.
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## Realtime GI Enlighten
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## HDRP Configuration Package
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From 7.x, HDRP has an additional small package as a dependency. This is the HDRP-Config package. You can change properties in this package to disable or tweak features that you cannot control dynamically in HDRP’s UI. Currently, this include:
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From 7.x, HDRP has an additional small package as a dependency. This is the HDRP-Config package. You can change properties in this package to disable or tweak features that you can't control dynamically in HDRP’s UI. Currently, this include:
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* Selecting the Shadow Filtering quality when in Deferred Mode.
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* Camera Relative Rendering.
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* Raytracing.
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When you enter Play Mode in a Scene with baked Probes authored prior to 7.x, you may encounter a warning about a missing Script for a GameObject named **SceneIDMap**.
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To fix this, load the Scene in the Unity Editor and select **Edit > Render Pipeline > Fix Warning 'referenced script in (Game Object 'SceneIDMap') is missing' in loaded scenes**.
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## Light Intensity and Sky Exposure versus HDRP Default Settings.
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## Light Intensity and Sky Exposure versus HDRP Default Settings
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By default, HDRP uses physically correct intensities for Lights. Because of this, the exposure of the default HDRI sky present in HDRP is set to **11** to match a Directional Light intensity of **10000**. For reference, you can find similar values in the template Project.
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When the HDRP Wizard has been set up correctly, if you create a new Scene, Unity automatically creates GameObjects with the correct intensities so that everything is coherent. However, if the HDRP Wizard is not set up correctly, or if you create Directional Lights from scratch, the intensity is not physically correct. The consequence is that the Light does not match the default sky exposure and thus, any GameObject in the Scene looks black because of the automatic exposure compensating for the overly bright sky.
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When the HDRP Wizard has been set up correctly, if you create a new Scene, Unity automatically creates GameObjects with the correct intensities so that everything is coherent. However, if the HDRP Wizard isn't set up correctly, or if you create Directional Lights from scratch, the intensity isn't physically correct. The consequence is that the Light doesn't match the default sky exposure, so any GameObject in the Scene looks black because of the automatic exposure compensating for the overly bright sky.
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To avoid this, make sure that you use coherent values for light intensity compared to the current sky exposure.
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## Iridescence color space

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