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* Pre warm RT Handle system so that reallocations are reduced. * Fixed blend distance editing (1248931) #838 * Fix custom pass after post process buffer #1072 * Find the appropriate default frame settings per editor (case 1247631) #1129 * Hdrp/fix hierarchicalbox gizmo symetry and homothety mode ensuring face faces outside #1228 * Remove MSAA debug mode when renderpipeline asset has no MSAA #1289 * Bugfix for HDRenderPipelineAsset getting set to null when running unity in batchmode, resulting in broken builds. (#1696) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> * Fix compilation issue when XR is not available #1391 * Fixed an issue where only one of the two lookdev views would update when changing the default lookdev volume profile. #1529 * Added propagating nans doc (#1562) * Added propagating nans doc * Added information about HDRP's NanTracker * GFXGI-237: Force update for static skies when camera type is set to S… #1570 * Fixing the remapping of Min/Max parametrizations values to Amplitude parametrizations values * Updating UI to match documentation of LayeredLit * Hdrp/fix/terrain layer parametrization #1678 * Update HDRenderPipeline.LookDev.cs (#1740) * Added information about HDRP not upgrading particle shaders (#1601) * Added information about HDRP not upgrading particle shaders * Update Upgrading-To-HDRP.md * Update Upgrading-To-HDRP.md * Changed cog to gear to adhere to style guide rules #1611 * Added build settings setup (#1631) * Hdrp/docs/shader additions #1580 Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Nicholas Brancaccio <pastasfuture@gmail.com> Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: Ben Spencer <github@raytracing.co.uk> Co-authored-by: Jean-Philippe Grenier <jeanphilippe@unity3d.com>
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...-pipelines.high-definition/Documentation~/Autodesk-Interactive-Shader-Masked.md
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# Autodesk Interactive masked shader | ||
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The Autodesk Interactive masked shader replicates the Interactive PBS with the masked preset available in Autodesk® 3DsMax and Autodesk® Maya for the High Definition Render Pipeline (HDRP). It acts like a [cutout shader](https://docs.unity3d.com/Manual/shader-TransparentCutoutFamily.html). When Unity imports an FBX exported from one of these softwares, if the FBX includes materials with Interactive PBS shaders, Unity imports these materials as Autodesk Interactive materials. The material properties and textures inputs are identical between these two materials. The materials themselves also look and respond to light similarly. Note that there are slight differences between what you see in Autodesk® Maya or Autodesk® 3DsMax and what you see in Unity. | ||
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Autodesk® Maya or Autodesk® 3DsMax also include two variants of this shader, which are also available in HDRP: | ||
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- [Autodesk Interactive](Autodesk-Interactive-Shader.md) | ||
- [Autodesk Interactive Transparent](Autodesk-Interactive-Shader-Transparent.md) | ||
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Note that this shader is implemented as a [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html). | ||
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## Creating an Autodesk Interactive masked material | ||
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When Unity imports an FBX with a compatible Autodesk shader, it automatically creates an Autodesk Interactive material. If you want to manually create an Autodesk Interactive material: | ||
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1. Create a new material (menu: **Assets > Create > Material**). | ||
2. In the Inspector for the Material, click the **Shader** drop-down then click **HDRP > Autodesk Interactive > AutodeskInteractiveMasked**. | ||
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### Properties | ||
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<table> | ||
<tr> | ||
<th>Property</th> | ||
<th>Description</th> | ||
</tr> | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-color-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/base-color.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/color-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-normal-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/normal-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-metallic-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-roughness-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-emissive-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-opacity-map(mask).md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/mask-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/mask-threshold.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-offset.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-scale.md)] | ||
[!include[](snippets/shader-properties-uxml/general/enable-gpu-instancing.md)] | ||
[!include[](snippets/shader-properties-uxml/general/double-sided-global-illumination.md)] | ||
[!include[](snippets/shader-properties-uxml/general/emission.md)] | ||
[!include[](snippets/shader-properties-uxml/general/emission-global-illumination.md)] | ||
[!include[](snippets/shader-properties-uxml/general/motion-vector-for-vertex-animation.md)] | ||
</table> |
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...lines.high-definition/Documentation~/Autodesk-Interactive-Shader-Transparent.md
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# Autodesk Interactive transparent shader | ||
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The Autodesk Interactive transparent shader replicates the Interactive PBS with the transparent preset available in Autodesk® 3DsMax and Autodesk® Maya for the High Definition Render Pipeline (HDRP). When Unity imports an FBX exported from one of these softwares, if the FBX includes materials with Interactive PBS shaders, Unity imports these materials as Autodesk Interactive materials. The material properties and textures inputs are identical between these two materials. The materials themselves also look and respond to light similarly. Note that there are slight differences between what you see in Autodesk® Maya or Autodesk® 3DsMax and what you see in Unity. | ||
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Autodesk® Maya or Autodesk® 3DsMax also include two variants of this shader, which are also available in HDRP: | ||
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- [Autodesk Interactive](Autodesk-Interactive-Shader.md) | ||
- [Autodesk Interactive Masked](Autodesk-Interactive-Shader-Masked.md) | ||
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Note that this shader is implemented as a [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html). | ||
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## Creating an Autodesk Interactive transparent material | ||
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When Unity imports an FBX with a compatible Autodesk shader, it automatically creates an Autodesk Interactive material. If you want to manually create an Autodesk Interactive material: | ||
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1. Create a new material (menu: **Assets > Create > Material**). | ||
2. In the Inspector for the Material, click the **Shader** drop-down then click **HDRP > Autodesk Interactive > AutodeskInteractiveTransparent**. | ||
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### Properties | ||
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<table> | ||
<tr> | ||
<th>Property</th> | ||
<th>Description</th> | ||
</tr> | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-color-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/base-color.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/color-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-normal-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/normal-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-metallic-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-roughness-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-emissive-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-opacity-map.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/opacity.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-offset.md)] | ||
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-scale.md)] | ||
[!include[](snippets/shader-properties-uxml/general/enable-gpu-instancing.md)] | ||
[!include[](snippets/shader-properties-uxml/general/double-sided-global-illumination.md)] | ||
[!include[](snippets/shader-properties-uxml/general/emission.md)] | ||
[!include[](snippets/shader-properties-uxml/general/emission-global-illumination.md)] | ||
[!include[](snippets/shader-properties-uxml/general/motion-vector-for-vertex-animation.md)] | ||
</table> |
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