diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md b/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md index a19197312f3..2b720c0d59c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md @@ -36,8 +36,8 @@ To create a Material that uses a Shader Graph (for example, a StackLit Graph), f To edit properties for Materials that use Shader Graphs, the Inspector window only allows access to a limited number of properties. To edit all Material properties, you must directly edit the Shader Graph's Master Node. 1. Double-click on the Shader Graph Asset to open it. The window displays the Master Node and a list of the available inputs. See these in the **Surface Inputs** section of the screenshot below. -2. To expose the rest of the properties, click on the cog in the top right of the Master Node. See these other properties in the **Surface Options** section of the screenshot below. -3. Edit the values for the cog's properties in the same way as you would do in the Inspector window. The list of inputs on the Master Node, and the available properties in the cog's list, changes depending on what options you select. +2. To expose the rest of the properties, click on the gear in the top right of the Master Node. See these other properties in the **Surface Options** section of the screenshot below. +3. Edit the values for the gear's properties in the same way as you would do in the Inspector window. The list of inputs on the Master Node, and the available properties in the gear's list, changes depending on what options you select. ![](Images/CreatingAndEditingHDRPShaderGraphs1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Decal.md b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Decal.md index ea170803fa3..89ed5c4dc0e 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Decal.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Decal.md @@ -42,7 +42,7 @@ The following table describes the input ports on a Decal Master Node, including ### Master Node settings menu -To view these properties, click the **Cog** in the top right of the Master Node. +To view these properties, click the gear in the top right of the Master Node. ![](Images/MasterNodeDecal2.png)) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Lit.md b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Lit.md index c9c6bce573a..b1008dea53e 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Lit.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Lit.md @@ -61,7 +61,7 @@ The following table describes the input ports on a Lit master node, including th ### Master node settings menu -To view these properties, click the cog icon in the top right of the master node. +To view these properties, click the gear icon in the top right of the master node. | **Property** | **Description** | | ------------------------------------ | ------------------------------------------------------------ | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/More-Options.md b/com.unity.render-pipelines.high-definition/Documentation~/More-Options.md index 2d4bc91c74a..ccf1936e018 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/More-Options.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/More-Options.md @@ -4,10 +4,10 @@ The High Definition Render Pipeline (HDRP) components expose standard properties ## Exposing more options -Not every component includes more options. If one does, it has a cog icon to the right of each property section header that includes more options. Click this cog icon to expose more options for that property section. For example, the [Light component’s](Light-Component.md) **General** section includes more options: +Not every component includes more options. If one does, it has a gear icon to the right of each property section header that includes more options. Click this gear icon to expose more options for that property section. For example, the [Light component’s](Light-Component.md) **General** section includes more options: ![](Images/MoreOptions1.png) -When you click the cog icon, Unity exposes more options for the **General** section. In this example, the **Light Layer** property appears: +When you click the gear icon, Unity exposes more options for the **General** section. In this example, the **Light Layer** property appears: ![](Images/MoreOptions2.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md index 99969d90aa2..21b6f0a716b 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md @@ -25,7 +25,7 @@ Now that you have recursive rendering set up in your Scene, you must set GameObj You can also do this for Shader Graph master nodes: 1. In the Project window, double-click on the Shader to open it in Shader Graph. -2. On the master node, click the cog, then select Raytracing from the Rendering Pass drop-down. +2. On the master node, click the gear, then select Raytracing from the Rendering Pass drop-down. ## Properties 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 932d32b35a0..c846109f7ca 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 @@ -41,7 +41,7 @@ In HDRP, each individual Light component controls its own shadow biasing using t - **Slope-Scale Depth Bias** - **Normal Bias** -Find these settings under the **Shadows** section. If some of the property fields are missing, click the [more options](More-Options.md) cog to expose them. For details on how each property controls the shadow biasing, see the [Light documentation](Light-Component.md). +Find these settings under the **Shadows** section. If some of the property fields are missing, click the [more options](More-Options.md) gear to expose them. For details on how each property controls the shadow biasing, see the [Light documentation](Light-Component.md). ![](Images/Shadows1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Terrain-Lit-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Terrain-Lit-Shader.md index 78ab602727b..a237da338d1 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Terrain-Lit-Shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Terrain-Lit-Shader.md @@ -17,7 +17,7 @@ To create a new Terrain Lit Shader Material: To use a Terrain Lit Material, you must assign it to a Terrain: -1. View the Terrain in the Inspector and click on the cog button to go to the **Terrain Settings** section. +1. View the Terrain in the Inspector and click on the gear button to go to the **Terrain Settings** section. 2. Either drag and drop or use the radio button to assign your Terrain Lit Material to the **Material** property. ![](Images/TerrainLitShader1.png)