You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardexpand all lines: Packages/com.unity.render-pipelines.core/Documentation~/custom-material-inspector.md
+1-1
Original file line number
Diff line number
Diff line change
@@ -6,7 +6,7 @@ Custom Material Inspectors enable you to define how Unity displays properties in
6
6
7
7
The implementation for custom Material Inspectors differs between URP and HDRP. For example, for compatibility purposes, every custom Material Inspector in HDRP must inherit from `HDShaderGUI` which does not exist in URP. For information on how to create custom Material Inspectors for the respective render pipelines, see:
8
8
9
-
-**HDRP**: [HDRP custom Material Inspectors](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/hdrp-custom-material-inspector.html).
9
+
-**HDRP**: [HDRP custom Material Inspectors](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/custom-material-inspectors.html).
For information on the API available for `FrameSettings`, including how to edit the value of a Frame Setting, see [FrameSettings Scripting API](framesettings-scripting-api).
47
+
For information on the API available for `FrameSettings`, including how to edit the value of a Frame Setting, see [FrameSettings Scripting API](#framesettings-scripting-api).
Copy file name to clipboardexpand all lines: Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/shadow-matte.md
+4-1
Original file line number
Diff line number
Diff line change
@@ -2,5 +2,8 @@
2
2
<td><strong>Shadow Matte</strong></td>
3
3
<td></td>
4
4
<td></td>
5
-
<td>Indicates whether or not the Shader receives shadows. Shadow matte only supports shadow maps. It does not support Screen Space Shadows, <ahref="Ray-Traced-Shadows.md">Ray-Traced Shadows</a>, or <ahref="Override-Contact-Shadows.md">Contact Shadows</a>.</td>
5
+
<td>Indicates whether the shader receives shadows. Shadow matte only supports shadow maps.
6
+
It doesn't support screen-space shadows, <ahref="Ray-Traced-Shadows.md">ray-traced Shadows</a>, or <ahref="Override-Contact-Shadows.md">contact shadows</a>.<br>
7
+
Enable **Shadow Matte** if you add a custom Node that samples shadow maps, otherwise shadows might not render correctly.
Copy file name to clipboardexpand all lines: Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
Copy file name to clipboardexpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-layers.md
+1-1
Original file line number
Diff line number
Diff line change
@@ -140,4 +140,4 @@ This section contains information related to the impact of Rendering Layers on p
140
140
141
141
* When using Rendering Layers only for Lights in the Forward Rendering Path, the performance impact is insignificant.
142
142
143
-
* Performance impact grows more significantly when the Rendering Layer count exceeds a multiple of 8. For example: increasing the layer count from 8 to 9 layers has a bigger relative impact than increasing the layer count from 9 to 10 layers.
143
+
* Performance impact grows more significantly when the Rendering Layer count exceeds a multiple of 8. For example: increasing the layer count from 8 to 9 layers has a bigger relative impact than increasing the layer count from 9 to 10 layers. The same consideration applies to increasing the count from 16 to 17, from 24 to 25 and so on.
Copy file name to clipboardexpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md
+1-1
Original file line number
Diff line number
Diff line change
@@ -49,7 +49,7 @@ To configure post-processing in a new Scene:
49
49
Now you can use the Volume Override to enable and adjust the settings for the post-processing effect.
50
50
51
51
> [!NOTE]
52
-
> The GameObject which contains the volume and the camera you wish to apply post-processing to must be on the same Layer.
52
+
> Post-processing effects from a volume apply to a camera only if a value in the **Volume Mask** property of the camera contains the layer that the volume belongs to.
53
53
54
54
Refer to [Understand Volumes](Volumes.md) for more information.
Copy file name to clipboardexpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal.md
+2
Original file line number
Diff line number
Diff line change
@@ -95,6 +95,8 @@ The maximum distance from the Camera at which Unity renders decals.
95
95
96
96
Select this check box to enable the [Rendering Layers](features/rendering-layers.md) functionality.
97
97
98
+
For more information, refer to [How to use Rendering Layers with Decals](features/rendering-layers#how-to-rendering-layers-decals).
99
+
98
100
If you enable **Use Rendering Layers**, URP creates a DepthNormal prepass. This makes decals less efficient on GPUs that implement tile-based rendering.
Copy file name to clipboardexpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/inject-a-pass-using-a-scriptable-renderer-feature.md
+5-3
Original file line number
Diff line number
Diff line change
@@ -99,7 +99,7 @@ This section uses the example `RedTintRenderPass` Scriptable Render Pass from th
// UUM-63146 - glClientWaitSync: Expected application to have kicked everything until job: 96089 (possibly by calling glFlush)" are thrown in the Android Player on some devices with PowerVR Rogue GE8320
864
-
// Resetting of target would clean up the color attachment buffers and depth attachment buffers, which inturn is preventing the leak in the said platform. This is likely a symptomatic fix, but is solving the problem for now.
// UUM-63146 - glClientWaitSync: Expected application to have kicked everything until job: 96089 (possibly by calling glFlush)" are thrown in the Android Player on some devices with PowerVR Rogue GE8320
175
-
// Resetting of target would clean up the color attachment buffers and depth attachment buffers, which inturn is preventing the leak in the said platform. This is likely a symptomatic fix, but is solving the problem for now.
0 commit comments