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Expand Up @@ -92,19 +92,19 @@ The StackLit Shader improves on the Lit Shader in favor of quality over performa

![](Images/HDRPFeatures-HairShader.png)

The Hair Shader is purpose-built to accurately render realistic hair in your Unity Project. It uses an improved Kajiya Kay lighting model which features better energy conservation and provides you with more flexibility.
The Hair Shader is purpose-built to accurately render realistic hair in your Unity Project. It uses an improved Kajiya Kay lighting model which features better energy conservation and provides you with more flexibility. For more information, including a full list of Shader properties, see the [Hair Shader documentation](Master-Node-Hair).

### Fabric Shader

![](Images/HDRPFeatures-FabricShader.png)

The Fabric Shader allows you to render realistic fabric Materials in HDRP. You can use the cotton wool or silk lighting model to create a wide variety of fabrics.
The Fabric Shader allows you to render realistic fabric Materials in HDRP. You can use the cotton wool or silk lighting model to create a wide variety of fabrics. For more information, including a full list of Shader properties, see the [Fabric Shader documentation](Master-Node-Fabric).

### AxF Shader

![](Images/HDRPFeatures-AxFShader.png)

The AxF Shader supports the [X-Rite AxF](https://www.xrite.com/axf) measured Material format. The AxF importer, available in [Unity Enterprise for Product Lifecylce](https://unity.com/products/unity-enterprise-product-lifecycle), automatically populates an AxF Material when it imports AxF Assets.
The AxF Shader supports the [X-Rite AxF](https://www.xrite.com/axf) measured Material format. The AxF importer, available in [Unity Enterprise for Product Lifecylce](https://unity.com/products/unity-enterprise-product-lifecycle), automatically populates an AxF Material when it imports AxF Assets. For more information, including a full list of Shader properties, see the [AxF Shader documentation](AxF-Shader).

### Decal Shader

Expand Down Expand Up @@ -216,7 +216,7 @@ om

![](Images/HDRPFeatures-Fog.png)

In HDRP, you set up fog, inside a [Volume](Volumes.md),so you can change fog settings, or even the fog type itself, depending on the position of the Camera in the Scene. You can set the color of the fog yourself or use the color of the sky. HDRP fog affects Materials with both opaque and transparent surfaces. HDRP implements an exponential [fog](Override-Fog.md) with optional volumetric effects.
In HDRP, you set up fog, inside a [Volume](Volumes.md), so you can change fog settings, or even the fog type itself, depending on the position of the Camera in the Scene. You can set the color of the fog yourself or use the color of the sky. HDRP fog affects Materials with both opaque and transparent surfaces. HDRP implements an exponential [fog](Override-Fog.md) with optional volumetric effects.


### Light Layers
Expand Down Expand Up @@ -250,7 +250,7 @@ HDRP uses ray tracing to replace some of its screen space effects, shadowing tec
Real time raytracing effect are currently in Preview and behavior could change in the future.

- [Ray-Traced Ambient Occlusion](Ray-Traced-Ambient-Occlusion.md) replaces [screen space ambient occlusion](Override-Ambient-Occlusion.md) with a more accurate, ray-traced, ambient occlusion technique that can use off screen data.
- [Ray-Traced Contact Shadows](Ray-Tracing-Contact-Shadows.md) replaces [contact shadows](Override-Contact-Shadows.md) with a more accurate, ray-traced, contact shadow technique that can use off screen data.
- [Ray-Traced Contact Shadows](Ray-Traced-Contact-Shadows.md) replaces [contact shadows](Override-Contact-Shadows.md) with a more accurate, ray-traced, contact shadow technique that can use off screen data.
- [Ray-Traced Global Illumination](Ray-Traced-Global-Illumination.md) is an alternative to Light Probes and lightmaps in HDRP.
- [Ray-Traced Reflections](Ray-Traced-Reflections.md) is a replacement for [screen space reflection](Override-Screen-Space-Reflection.md) that uses a ray-traced reflection technique that can use off-screen data.
- [Ray-Traced Shadows](Ray-Traced-Shadows.md) replace shadow maps for Directional, Point, and Area [Lights](Light-Component.md).
Expand Down Expand Up @@ -307,7 +307,7 @@ The Render Pipeline Debugger contains many debugging and visualization tools to

### LookDev
![](Images/HDRPFeatures-LookDev.png)
The LookDev is a viewer that allows you to import and display Assets in a good, consistent lighting environment. Use it to validate outsourced Assets or to showcase your own created Asset with HDRP. For more information on the LookDev, including a description of how to use it, see the [LookDev documentation](LookDev.md).
The LookDev is a viewer that allows you to import and display Assets in a good, consistent lighting environment. Use it to validate outsourced Assets or to showcase your own created Asset with HDRP. For more information on the LookDev, including a description of how to use it, see the [LookDev documentation](Look-Dev.md).

### MatCap mode

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