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Original file line number Diff line number Diff line change
Expand Up @@ -316,12 +316,13 @@ Real time raytracing effect are currently in Preview and behavior could change i
- [Recursive Ray Tracing](Ray-Tracing-Recursive-Rendering.md) replaces the rendering pipeline for Meshes. Meshes that use this feature cast refraction and reflection rays recursively.
- [Ray-Traced Subsurface Scattering](Ray-Traced-Subsurface-Scattering.md) is an alternative to [Subsurface-Scattering](Subsurface-Scattering.md) that can make use of off-screen data.

<a name="Camera"></a>

### Light count limit

HDRP has a maximum limit on the number of lights a single pixel can get influence from. This setting can be configured through the ShaderConfig.cs file as the FPTLMaxLightCount. By default, HDRP's maximum light count per pixel is 63.
The only two possible values HDRP supports are Low (31 lights) and High (63 lights). For more information on how to configure this setting, please see [HDRP Config package](HDRP-Config-Package.md).
HDRP has a maximum limit on the number of lights a single pixel can get influence from. You can change this limit with a new setting in `ShaderConfig.cs` called `FPTLMaxLightCount`.

To increase this value, you must generate a new Shader config project. For information on how to create a new Shader config project, see [HDRP-Config-Package](HDRP-Config-Package.md).

<a name="Camera"></a>

## Camera

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Expand Up @@ -33,9 +33,8 @@ The algorithm to calculate the contribution of ambient occlusion and specular oc

### Light list

The previous `g_vLightListGlobal` uniform have been rename to explicit `g_vLightListTile` and `g_vLightListCluster` light list name. This work required to fix a wrong behavior on console.

Added a new setting in ShaderConfig.cs, FPTLMaxLightCount. This setting can now set the maximum number of lights per tile on the GPU. A new Shader config project must be generated to upgrade. See the [HDRP-Config-Package](HDRP-Config-Package.md) guide for information on how to upgrade.
- HDRP version 2021.2 includes a new setting in `ShaderConfig.cs` called `FPTLMaxLightCount`. You can use this setting to set the maximum number of lights per tile on the GPU. To increase this value, you must generate a new Shader config project. For information on how to create a new Shader config project, see [HDRP-Config-Package](HDRP-Config-Package.md).
- The `g_vLightListGlobal` uniform has been renamed to the explicit `g_vLightListTile` and `g_vLightListCluster` light list name. This fix corrects unexpected behavior on the console.

## Density Volumes

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Expand Up @@ -60,10 +60,6 @@ From HDRP 12.0, HDRP includes a new [Light Anchor](light-anchor.md) component. Y
![](Images/LightAnchor0.png)


### Maximum light count for gpu

The new default maximum light count per pixel for Fine Prunning Tile List is now 63.
Added a new setting in ShaderConfig.cs, FPTLMaxLightCount. This setting can now set the maximum number of lights per tile on the GPU. A new Shader config project must be generated to upgrade. See the [HDRP-Config-Package](HDRP-Config-Package.md) guide for information on how to upgrade.

## New upsampling methods

Expand Down Expand Up @@ -230,6 +226,12 @@ From HDRP 12.0 you can use a new option in the [HDRP Asset](HDRP-Asset.md) (**Re

In the image above, the example image on the left does not use this method. The image on the right uses the new additive normal blending method.

### Increased the default GPU light count

This version of HDRP increases the default number of lights a single pixel can get influence from to 63. You can use a new setting in `ShaderConfig.cs` called `FPTLMaxLightCount` to set the maximum number of lights per tile on the GPU.

To increase this value, you must generate a new Shader config project. For information on how to create a new Shader config project, see [HDRP-Config-Package](HDRP-Config-Package.md).

### Physical Camera

HDRP 12.0 includes the following physical Camera improvements:
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