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Expand Up @@ -41,10 +41,10 @@ HDRP provides one list for each post processing injection point. See the [Custom
## Miscellaneous

| **Property** | **Description** |
|----------------------------------| ------------------------------------------------------------ |
| -------------------------------- | ------------------------------------------------------------ |
| Lens Attenuation Mode | Set the attenuation mode of the lens that HDRP uses to compute exposure. <br/> &#8226;**Imperfect lens**: This mode loses some energy when HDRP converts from EV100 to the exposure multiplier.<br/> &#8226;**Perfect lens**: This mode has no attenuation and doesn't lose any energy. |
| Dynamic Render Pass Culling | When you enable this option, HDRP uses the RendererList API to skip drawing passes based on the type of GameObjects visible in the current frame objects. For example, if HDRP doesn't draw an object with distortion, it skips the Render Graph passes that draw the distortion effect and their dependencies, like the color pyramid generation. |
| Specular Fade | When enabled, allows specular highlights to completely disappear when using a specular workflow with the Lit and StackLit materials. Do note that this behavior is not physically correct. |
| Specular Fade | Reduce the effect of specular highlights on Lit or StackLit materials that receive specular light. This effect is not physically correct. |
| Use DLSS Custom Project ID | Controls whether to use a custom project ID for the NVIDIA Deep Learning Super Sampling module. If you enable this property, you can use **DLSS Custom Project ID** to specify a custom project ID.<br/>This property only appears if you enable the NVIDIA package (com.unity.modules.nvidia) in your Unity project. |
| DLSS Custom Project ID | Controls whether to use a custom project ID for the NVIDIA Deep Learning Super Sampling (DLSS) module. If you enable this property, you can use **DLSS Custom Project ID** to specify a custom project ID. If you disable this property, Unity generates a unique project ID. <br/>This property only appears if you enable the NVIDIA package (com.unity.modules.nvidia) in your Unity project. |
| Runtime Debug Shaders | When enabled, Unity includes shader variants that let you use the Rendering Debugger window to debug your build. When disabled, Unity excludes (strips) these variants. Enable this when you want to debug your shaders in the Rendering Debugger window, and disable it otherwise. |
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Expand Up @@ -610,7 +610,7 @@ The **Rendering** panel has tools that you can use to visualize various HDRP ren
</thead>
<tbody>
<tr>
<td rowspan="12"><strong>Fullscreen Debug Mode</strong></td>
<td rowspan="15"><strong>Fullscreen Debug Mode</strong></td>
<td colspan="2">Use the drop-down to select a rendering mode to display as an overlay on the screen.</td>
</tr>
<tr>
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Expand Up @@ -7,93 +7,137 @@ This page contains an overview of new features, improvements, and issues resolve
### Temporal Anti-Aliasing Sharpening Mode
![](Images/TAA-Sharpening-header.png)

Starting from HDRP 15, two new options are available to perform sharpening with Temporal Anti-aliasing. The first new option is a post-process pass that will offer higher quality sharpening, control on how much sharpening will happen and an option to reduce possible ringing artifacts. The second option is to run Contrast Adaptive Sharpening from AMD FidelityFX.
HDRP 15 adds the following Temporal Anti-Aliasing (TAA) properties:

- **Post Sharpen**: A post-process pass that improves the sharpening quality. You can also use this pass to control the level of sharpness and reduce ringing artifacts.

- **Contrast Adaptive Sharpening** from AMD FidelityFX.

### High Quality Line Rendering

Introducing a specialized rendering path for line topology with the **High Quality Line Renderer**. Use this feature to render hair, wires, and other line-based geometry with high quality anti-aliasing and transparency.
HDRP 15 adds the High Quality Line Rendering override that you can use to improve the quality of line topology. Use this override to render hair, wires, and other line-based geometry with high quality anti-aliasing and transparency.

For more information, refer to [High Quality Line Rendering](Override-High-Quality-Lines.md).

![](Images/WhatsNew15_HQLines.png)

An example of High Quality Line Rendering's effect on animal fur.

| Hardware Lines | High Quality Lines |
|:--------------------------:|:--------------------------:|
| ![](Images/HQLines-HW.png) | ![](Images/HQLines-SW.png) |
A: Hardware rendered fur.
B: Fur that uses the High Quality Line Renderer.

### Specular Fade

Specular light can now completely be faded when using a specular color workflow using the **HDRP/Lit** and **HDRP/StackLit** shaders by toggling a new option that can be found in the HDRP Global Settings under **Miscellaneous/Specular Fade**.
From HDRP 15, you can enable the **Specular Fade** property to reduce the effect of specular light on Lit and StackLit shaders that receive specular light.

| With Specular | Faded Specular |
|:----------------------------:|:----------------------------:|
| ![](Images/WithSpecular.png) | ![](Images/KillSpecular.png) |
![](Images/Whatsnew15_Specular.png)

An example of the effect of the **Specular Fade** property on a sphere.

A: Specular light has full effect on the sphere.
B: **Specular Fade** reduces the effect of specular light on the sphere.

To enable this property, open the Project Settings window, select **HDRP Global Settings** and go to **Miscellaneous** > **Specular Fade**.

### Screen Space Lens Flare
![](Images/ScreenSpaceLensFlare-header.png)

HDRP 15 includes a new [Screen Space Lens Flare](shared/lens-flare/Override-Screen-Space-Lens-Flare.md) post-processing override, in addition to the existing [Lens Flare (SRP)](shared/lens-flare/lens-flare-component.md) component. The override uses what's on the screen to create multiple types of lens flare, based on the texture from the [Bloom](Post-Processing-Bloom.md) override. Screen space lens flares are useful for bright spots in your scene that appear depending on the camera view, for example a bright specular reflection on a shiny metal object, or a bright outside area viewed from a dark indoor area.

### Material Type in ShaderGraph
### Compute Thickness

From HDRP 15 and above, the **Material Type** property of the Lit ShaderGraph is now exposed to the material. This means that in the ShaderGraph you can select which **Material Types** will be available in the material and on the material side you can dynamically switch between the exposed material types.
![](C:/UnitySrc/docs/main/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/WhatsNew15_ComputeThickness.png)

![](Images/ExposedMaterialType.png)
HDRP 15 adds a full-screen pass called Compute Thickness. You can use this to calculate the density of solid or flat GameObjects. This effect improves the appearance of materials that use subsurface scattering or refraction.

### SSS Improvements
For more information, refer to [Compute Thickness](Compute-Thickness.md)

Starting from HDRP 15, dual lobe and diffuse power are available on Diffusion Profiles for materials using Subsurface Scattering.
When simulating skin, it is common to use two specular lobes to account for the thin oily layer covering the epidermis.
The diffuse power is used as a way to simulate diffuse lighting on non lambertian surfaces, such as those that exhibit strong subsurface scattering.
## Updated

![](Images/profile_dual_lobe.png)
### Subsurface Scattering

## Updated
HDRP 15 adds the following properties to diffusion profiles for Subsurface Scattering materials:

### Rendering Layers
- **Dual Lobe Multipliers**

HDRP 15.0 introduces updates to the managment of Rendering Layers. Light Layers and Decal Layers will now share the first 16 Rendering Layers, instead of using 8 separate bits each.
Additionally, an option was added in the HDRP Asset to allow access to a fullscreen buffer containing the Rendering Layers Masks of rendered Objects. That buffer can be sampled from the ShaderGraph through the __HD Sample Buffer__ node, and be used to implement custom effects, like outlining objects on a specific rendering layer.
- **Diffuse Shading Power**

### Adaptive Probe Volumes (APV)
The mixture of two specular lobes replicates the thin, oily layer that covers the skin.

![](Images/profile_dual_lobe_labelled.png)

The effect of two specular lobes on a subsurface scattering material.

**A**: **Dual Lobe Multiplier** first lobe set to 0.8.

From HDRP 15.0, the APV control interface moved from its own panel to the lighting window under the Probe Volume tab and it has been revamped to provide a better experience. This new UI will also include a Single Scene mode that will provide a simplified interface for when your project is comprised with single scenes that are not loaded together.
**B**: **Dual Lobe Multiplier** second lobe set to 1.2.

![](Images/APVUX.PNG)
**C**: **Lobe Mix** set to 0.5.

Also, with HDRP 15.0 a new debugging mode has been added to better understand how the sampling of APV data happens. This can be found in Rendering Debugger -> Probe Volume -> Debug Probe Sampling
**D**: Final result.

For more information, refer to [Diffusion Profile](Diffusion-Profile.md).

### Adaptive Probe Volumes (APV)

![](Images/APVSamplingDebug.png)

HDRP 15 makes the following changes to APV properties:

- Updates and moves the APV control interface to **Project Settings** > **Quality** > **HDRP** > **Lighting** > **Light Probe Lighting** when you set **Light Probe System** to **Probe Volumes**.

- Adds a **Single Scene** option to the **Baking Mode** property to provide a simplified interface for when your project has single scenes that are not loaded together

- Adds a debugging mode to visualize how HDRP samples APV data. To use this mode go to **Rendering Debugger** > **Probe Volume** > **Debug Probe Sampling**.

### Water System

HDRP 15.0 improves significantly the feature set of the water system, among the major additions:
- Improved geometry (Instanced quads, custom mesh renderers, non horizontal surfaces, etc.).
- Local currents
- Deformers (Shore waves, Bow Waves, etc).
- Water exclusion.
- A local foam system.
- An improved underwater effect (water line, water fog, caustics, etc.)
- Timeline support.
- Various debug modes (water mask, foam mask, deformation, foam).
- Proper interaction between the water and the cloud system (camera above the clouds).
![](Images/Water2023-1.png)

HDRP 15 makes the following improvements and additions to the water system:

- Improves the appearance of water on instanced quads, custom mesh renderers and non-horizontal surfaces.
- Improves how the water and the cloud systems interact.
- Adds the following features:
- [Local currents](WaterSystem-currentmap.md).
- [Surface deformer](WaterSystem-waterdeformer.md).
- [Water excluder](WaterSystem-waterexcluder.md).
- [Local foam system](WaterSystem-foam.md).
- Water line, water fog, and caustics in the underwater view.
- Timeline support.
- Water mask, foam mask, deformation and foam debug modes.

### Volumetric Clouds

HDRP 15.0 adds several improvements to the already existing volumetric clouds feature:
- A third level of noise to achieve even more convincing visual results.
- Improved anti-ghosting for scenarios where the camera flies through the clouds at high speed.
- Peformance improvements for the "Simple" clouds mode.
![](Images/Volumetric-Clouds-2023-1.png)

HDRP 15 makes the following improvements to [volumetric clouds](Override-Volumetric-Clouds.md):
- Adds a third level of noise to achieve even more convincing results.
- Improves anti-ghosting for scenarios where the camera flies through the clouds at high speed.
- Improves the performance of the **Simple** clouds mode.

### Rendering Layers

HDRP 15 makes the following changes to rendering layer behavior:
- Assigns both Light Layers and Decal Layers to the first 16 Rendering Layers. In previous versions, these layers used 8 separate bits each.
- Adds the **Rendering Layer Mask Buffer** property to the [HDRP Asset](HDRP-Asset.md). Enable this property to access a full screen buffer that contains the Rendering Layer Masks of rendered GameObjects. To sample this buffer in a ShaderGraph, create a create a [HD Sample Buffer](https://docs.unity3d.com/Packages/com.unity.shadergraph@15.0/manual/HD-Sample-Buffer-Node.html) node and set the **Source Buffer** to **RenderingLayerMask**.

### Material Type in ShaderGraph

From HDRP 15 the **Material Type** property of a Lit ShaderGraph appears in the material's Inspector window. This means that you can select which **Material Types** a material can use in ShaderGraph and switch between them in the material's Inspector window.

### Real-time Ray Tracing

HDRP 15.0 improves the overall real-time ray tracing feature fixing several issues related to the ray traced shadows, mixed tracing lighting. It also significantly improves the fallback lighting mechanic with an integration with the Adaptative Probe Volume feature for Ray Traced Reflection, Ray Traced Global Illumination and Recursive Ray Tracing.
HDRP 15 makes the following improvements to real-time ray tracing:
- Fixes issues related to the ray traced shadows and mixed tracing lighting.
- Integrates the fall back lighting mechanic with the Adaptive Probe Volume feature for Ray Traced Reflection, Ray Traced Global Illumination and Recursive Ray Tracing.

### Path Tracing Light Cluster

The Path Tracer now uses the Ray Tracing Light Cluster to store the lights that affect the scene. The Light Cluster grid for the Path Tracer does not use the range parameter; instead it is defined such that it coincides with the axis-aligned bounding box of the extended culling frustum of the camera.

### Compute Thickness
From HDRP 15 the Path Tracer uses a Ray Tracing Light Cluster to store lights that affect the scene. The Light Cluster grid for the Path Tracer doesn't use the range parameter. Instead, it uses the axis-aligned bounding box of the extended culling frustum of the camera.

![](Images/WhatsNew15_ComputeThickness.png)
### Optimization

HDRP 15.0 introduces a fullscreen pass to compute the accumulated thickness for objects on a given **LayerMask**. HDRP computes optical path and the overlap count, which can be useful for instance for SubSurface Scattering or Refraction. The overlap count can be used for flat or non-closed objects like vegetation. This thickness can be sampled on a ShaderGraph via the HD Sampler Buffer.
HDRP 15 improves the performance of the following features:
- Shadow request updates are now burst-compiled.
- HD light `LateUpdates`.
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Expand Up @@ -119,11 +119,13 @@
* [How to](how-to.md)
* [Perform fullscreen blit](renderer-features/how-to-fullscreen-blit.md)
* [Use Render Objects Renderer Feature](renderer-features/how-to-custom-effect-render-objects.md)
* [Create custom Renderer Feature](containers/create-custom-renderer-feature-1.md)
* [Create a custom post-processing effect](containers/post-processing-custom-effect-low-code.md)
* [Change Quality settings with code](quality/quality-settings-through-code.md)
* [Customizing URP](customizing-urp.md)
* [Blit overview](customize/blit-overview.md)
* [beginCameraRendering event](using-begincamerarendering.md)
* [Create custom Renderer Feature](renderer-features/create-custom-renderer-feature.md)
* [Optimization](urp-optimization.md)
* [Rendering Debugger](features/rendering-debugger.md)
* [Add controls to the Rendering Debugger](features/rendering-debugger-add-controls.md)
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[!include[](../renderer-features/create-custom-renderer-feature.md)]
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