diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md index 667953256f6..b66d3ad6f49 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md @@ -16,6 +16,8 @@ HDRP uses the [Volume](Volumes.html) framework to generate **Micro Shadows**, so 2. In the Inspector, navigate to **Add Override > Shadowing** and click on **Micro Shadows**. HDRP now processes **Micro Shadows** for any Camera this Volume affects. +Micro shadowing only works with directional [Lights](Light-Component.md). If you enable micro shadows, make sure you have a directional Light in the Scene. + ## Properties ![](Images/OverrideMicroShadows2.png) @@ -27,10 +29,10 @@ HDRP uses the [Volume](Volumes.html) framework to generate **Micro Shadows**, so ## Details -Micro shadowing gives the impression of extremely detailed lighting that can capture small details. it relies on how you generate your Textures. When authoring the normal map and ambient occlusion map of the Material, consider the following: +Micro shadowing gives the impression of extremely detailed lighting that can capture small details. It relies on how you generate your Textures so, to produce better results, consider the following when you author the normal map and ambient occlusion map for a Material: -- For better results, capture the details of both Textures in a consistent way. -- Always use the same pipeline to produce your ambient occlusion maps. +- Make sure to capture the details of both Textures in a consistent way. +- Always use the same pipeline to produce your normal maps and ambient occlusion maps. Note that processing micro shadows is more resource intensive than not processing them.