From 1395aeb4c0ef87196d71b77e587b6e9707bbcff7 Mon Sep 17 00:00:00 2001 From: Lewis Jordan Date: Thu, 16 Apr 2020 11:04:24 +0100 Subject: [PATCH] Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. --- .../Documentation~/Shadows-in-HDRP.md | 5 +++-- com.unity.shadergraph/Documentation~/Baked-GI-Node.md | 2 +- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md index 4ecd5cdca8b..2dede000014 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md @@ -53,9 +53,10 @@ Using high shadow bias values may result in light "leaking" through Meshes. This After HDRP captures a shadow map, it processes filtering on the map in order to decrease the aliasing effect that occurs on low resolution shadow maps. Different filters affect the perceived sharpness of shadows. -To change which filter HDRP uses, change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). There are currently four filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities). +To change which filter HDRP uses, the method depends on which filter quality you want to use and whether your HDRP Project uses [forward or deferred rendering](Forward-And-Deferred-Rendering.md). -Currently, if you want to use **High** quality (PCSS) filtering in [deferred](Forward-And-Deferred-Rendering.html) mode, you need to enable it in the [HDRP Config package](HDRP-Config-Package.html). For information on how to do this, see the [Example section](HDRP-Config-Package.html#Example) of the Config package documentation. +* **Forward rendering**: Change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). This method works for every filter quality. There are currently three filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities). +* **Deferred rendering**: For **Low** and **Medium** filter qualities, use the same method as forward rendering. If you want to use **High** quality (PCSS) filtering, you need to enable it in the [HDRP Config package](HDRP-Config-Package.html). For information on how to do this, see the [Example section](HDRP-Config-Package.html#Example) of the Config package documentation. ## Shadowmasks diff --git a/com.unity.shadergraph/Documentation~/Baked-GI-Node.md b/com.unity.shadergraph/Documentation~/Baked-GI-Node.md index 1b29650f742..e4c27f44dfa 100644 --- a/com.unity.shadergraph/Documentation~/Baked-GI-Node.md +++ b/com.unity.shadergraph/Documentation~/Baked-GI-Node.md @@ -9,7 +9,7 @@ Note: The behavior of this [Node](Node.md) is undefined globally. Shader Graph d Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A [Node](Node.md) might be defined in one Render Pipeline and undefined in the other. If this [Node](Node.md) is undefined, it returns 0 (black). #### Unity Render Pipelines Support -- High Definition Render Pipeline +- High Definition Render Pipeline. Although, this Node does not work in a Shader Graph that targets HDRP's [Unlit Master Node](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Master-Node-Unlit.html). - Universal Render Pipeline ## Ports