diff --git a/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md b/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md
index e2f1f90175d..8734f47056f 100644
--- a/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md
+++ b/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md
@@ -46,4 +46,4 @@ To add the Universal Render Pipeline Asset to your Graphics settings:
## Upgrading your shaders
-If your Project uses Lit Shaders from the Built-in Render Pipeline, you must convert those Shaders to URP Shaders. For information on this, see [Upgrading your Shaders](upgrading-your-shaders.md).
+If your project uses the prebuilt [Standard Shader](https://docs.unity3d.com/Manual/shader-StandardShader.html), or custom Unity shaders made for the Built-in Render Pipeline, you must convert them to URP-compatible Unity shaders. For more information on this topic, see [Upgrading your Shaders](upgrading-your-shaders.md).
diff --git a/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md b/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md
index 23137001b07..a052e961dbd 100644
--- a/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md
+++ b/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md
@@ -10,6 +10,7 @@
* [Upgrading to URP 9.0.x](upgrade-guide-9-0-x.md)
* [Upgrading to URP 8.1.0](upgrade-guide-8-1-0.md)
* [Upgrading to URP 8.0.0](upgrade-guide-8-0-0.md)
+ * [Upgrading to URP 7.5.0](upgrade-guide-7-5-0.md)
* [Upgrading to URP 7.4.0](upgrade-guide-7-4-0.md)
* [Upgrading to URP 7.3.0](upgrade-guide-7-3-0.md)
* [Upgrading to URP 7.2.0](upgrade-guide-7-2-0.md)
@@ -92,5 +93,3 @@
* [Building for consoles](Building-For-Consoles.md)
* [Frequently asked questions (FAQ)](faq.md)
-
-* [Feature comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md)
diff --git a/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md b/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md
index 1a90b143bac..bffacfd2ca0 100644
--- a/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md
+++ b/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md
@@ -36,10 +36,10 @@ The Camera Inspector has the following sections when the Camera has its **Render
| _Sensor Size_ |Set the size, in millimeters, of the camera sensor.
Unity sets the **X** and **Y** values automatically when you choose the **Sensor Type**. You can enter custom values if needed.|
| _X_ |The width of the sensor. |
| _Y_ |The height of the sensor. |
-| _Lens Shift_ |Shift the lens horizontally or vertically from center. Values are multiples of the sensor size; for example, a shift of 0.5 along the X axis offsets the sensor by half its horizontal size.
You can use lens shifts to correct distortion that occurs when the camera is at an angle to the subject (for example, converging parallel lines).
Shift the lens along either axis to make the camera frustum [oblique](ObliqueFrustum). |
+| _Lens Shift_ |Shift the lens horizontally or vertically from center. Values are multiples of the sensor size; for example, a shift of 0.5 along the X axis offsets the sensor by half its horizontal size.
You can use lens shifts to correct distortion that occurs when the camera is at an angle to the subject (for example, converging parallel lines).
Shift the lens along either axis to make the camera frustum [oblique](https://docs.unity3d.com/Manual/ObliqueFrustum.html). |
| _X_ |The horizontal sensor offset. |
| _Y_ |The vertical sensor offset. |
-| _Gate Fit_ |Options for changing the size of the **resolution gate** (size/aspect ratio of the game view) relative to the **film gate** (size/aspect ratio of the Physical Camera sensor).
For further information about resolution gate and film gate, see documentation on [Physical Cameras](PhysicalCameras).|
+| _Gate Fit_ |Options for changing the size of the **resolution gate** (size/aspect ratio of the game view) relative to the **film gate** (size/aspect ratio of the Physical Camera sensor).
For further information about resolution gate and film gate, see documentation on [Physical Cameras](https://docs.unity3d.com/Manual/PhysicalCameras.html).|
| _Vertical_ |Fits the resolution gate to the height of the film gate.
If the sensor aspect ratio is larger than the game view aspect ratio, Unity crops the rendered image at the sides.
If the sensor aspect ratio is smaller than the game view aspect ratio, Unity overscans the rendered image at the sides.
When you choose this setting, changing the sensor width (**Sensor Size > X property**) has no effect on the rendered image.|
| _Horizontal_ |Fits the resolution gate to the width of the film gate.
If the sensor aspect ratio is larger than the game view aspect ratio, Unity overscans the rendered image on the top and bottom.
If the sensor aspect ratio is smaller than the game view aspect ratio, Unity crops the rendered image on the top and bottom.
When you choose this setting, changing the sensor height (**Sensor Size > Y** property) has no effect on the rendered image.|
| _Fill_ |Fits the resolution gate to either the width or height of the film gate, whichever is smaller. This crops the rendered image.|
@@ -123,7 +123,7 @@ You can use the stack property add Overlay cameras to the stack and they will re

-When you use [Camera Stacking](camera-stacking.md), the [Base Camera](camera-types-and-render-mode.md#base-camera) of a Camera Stack determines most of the properties of the Camera Stack. Because [Overlay Cameras](camera-types-and-render-mode.md#overlay-camera) can only be used as part of a Camera Stack, you can configure only a limited number of settings on an Overlay Camera. Overlay cameras not assigned to a camera stack will skip rendering.
+When you use [Camera Stacking](camera-stacking.md), the [Base Camera](camera-types-and-render-type.md#base-camera) of a Camera Stack determines most of the properties of the Camera Stack. Because [Overlay Cameras](camera-types-and-render-type.md#overlay-camera) can only be used as part of a Camera Stack, you can configure only a limited number of settings on an Overlay Camera. Overlay cameras not assigned to a camera stack will skip rendering.
The Camera Inspector has the following sections when the Camera has its Render Mode set to Overlay. To read more about a section, click the corresponding link below, or scroll down on the page:
@@ -149,10 +149,10 @@ The Camera Inspector has the following sections when the Camera has its Render M
| _Sensor Size_ |Set the size, in millimeters, of the camera sensor.
Unity sets the **X** and **Y** values automatically when you choose the **Sensor Type**. You can enter custom values if needed.|
| _X_ |The width of the sensor. |
| _Y_ |The height of the sensor. |
-| _Lens Shift_ |Shift the lens horizontally or vertically from center. Values are multiples of the sensor size; for example, a shift of 0.5 along the X axis offsets the sensor by half its horizontal size.
You can use lens shifts to correct distortion that occurs when the camera is at an angle to the subject (for example, converging parallel lines).
Shift the lens along either axis to make the camera frustum [oblique](ObliqueFrustum). |
+| _Lens Shift_ |Shift the lens horizontally or vertically from center. Values are multiples of the sensor size; for example, a shift of 0.5 along the X axis offsets the sensor by half its horizontal size.
You can use lens shifts to correct distortion that occurs when the camera is at an angle to the subject (for example, converging parallel lines).
Shift the lens along either axis to make the camera frustum [oblique](https://docs.unity3d.com/Manual/ObliqueFrustum.html). |
| _X_ |The horizontal sensor offset. |
| _Y_ |The vertical sensor offset. |
-| _Gate Fit_ |Options for changing the size of the **resolution gate** (size/aspect ratio of the game view) relative to the **film gate** (size/aspect ratio of the Physical Camera sensor).
For further information about resolution gate and film gate, see documentation on [Physical Cameras](PhysicalCameras).|
+| _Gate Fit_ |Options for changing the size of the **resolution gate** (size/aspect ratio of the game view) relative to the **film gate** (size/aspect ratio of the Physical Camera sensor).
For further information about resolution gate and film gate, see documentation on [Physical Cameras](https://docs.unity3d.com/Manual/PhysicalCameras.html).|
| _Vertical_ |Fits the resolution gate to the height of the film gate.
If the sensor aspect ratio is larger than the game view aspect ratio, Unity crops the rendered image at the sides.
If the sensor aspect ratio is smaller than the game view aspect ratio, Unity overscans the rendered image at the sides.
When you choose this setting, changing the sensor width (**Sensor Size > X property**) has no effect on the rendered image.|
| _Horizontal_ |Fits the resolution gate to the width of the film gate.
If the sensor aspect ratio is larger than the game view aspect ratio, Unity overscans the rendered image on the top and bottom.
If the sensor aspect ratio is smaller than the game view aspect ratio, Unity crops the rendered image on the top and bottom.
When you choose this setting, changing the sensor height (**Sensor Size > Y** property) has no effect on the rendered image.|
| _Fill_ |Fits the resolution gate to either the width or height of the film gate, whichever is smaller. This crops the rendered image.|
diff --git a/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md b/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md
index c30b2acbf22..39c82e0bbd5 100644
--- a/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md
+++ b/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md
@@ -1,15 +1,20 @@
# Render Type
+
There are two types of Camera in the Universal Render Pipeline (URP):
* A [Base Camera](#base-camera) is a general purpose Camera that renders to a render target (a screen, or a [Render Texture](https://docs.unity3d.com/Manual/class-RenderTexture.html)).
-* An [Overlay Camera](#overlay-camera) renders on top of another Camera's output. You can combine the output of a Base Camera with the output of one or more Overlay Cameras. This is called [Camera stacking](CameraStacking.md).
+* An [Overlay Camera](#overlay-camera) renders on top of another Camera's output. You can combine the output of a Base Camera with the output of one or more Overlay Cameras. This is called [Camera stacking](camera-stacking.md).
Use a Camera’s **Render Type** property to make it a Base Camera or an Overlay Camera.
To change the type of a Camera in the Unity Editor:
+
1. Create or select a Camera in your Scene.
+
2. In the Camera Inspector, use the **Render Type** drop-down menu to select a different type of Camera. Select either:
+
* **Base** to change the Camera to a Base Camera
+
* **Overlay** to change the Camera to an Overlay Camera

@@ -22,7 +27,9 @@ cameraData.renderType = CameraRenderType.Base;
```
+
## Base Camera
+
Base Camera is the default type of Camera in URP. A Base Camera is a general purpose Camera that renders to a given render target.
To render anything in URP, you must have at least one Base Camera in your Scene. You can have multiple Base Cameras in a Scene. You can use a Base Camera on its own, or you can use it in a [Camera stack](camera-stacking.md). For more information on working with multiple Cameras in URP, see [Working with multiple cameras](cameras-multiple.md).
@@ -34,7 +41,9 @@ When you have an active Base Camera in your Scene, this icon appears next to the
For information on the properties that Unity exposes in the Inspector for a Base Camera, see the [Base Camera component reference](camera-component-reference.md#base-camera).
+
## Overlay Camera
+
An Overlay Camera is a Camera that renders its view on top of another Camera's output. You can use Overlay Cameras to create effects such as 3D objects in a 2D UI, or a cockpit in a vehicle.
You must use Overlay Cameras in conjunction with one or more Base Cameras using the [Camera Stacking](camera-stacking.md) system. You cannot use Overlay Cameras on their own. An Overlay Camera that is not part of a Camera Stack does not perform any steps of its render loop, and is known as an orphan Camera.
diff --git a/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-universalrp.md b/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-universalrp.md
deleted file mode 100644
index eb2c3343fec..00000000000
--- a/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-universalrp.md
+++ /dev/null
@@ -1,11 +0,0 @@
-# Using the Universal Render Pipeline in a new Project
-
-If you want to use the Universal Render Pipeline (URP) in a new Project, you can create a new Project using a [Template](https://docs.unity3d.com/Manual/ProjectTemplates.html).
-
-To create a URP Project using a Template:
-
-1. Open Unity.
-2. On the Home page, click __New__ to start a new Project. The Templates popup appears.
-3. Select the Universal Render Pipeline Template.
-4. Click __Create__. Unity creates a new Project for you. The new Project has URP installed and configured, and includes some example content that demonstrates URP's functionality.
-5. In the Project window, navigate to the _Assets_ folder, and select the __Readme__ Asset. Unity will show information about the Project in the Inspector window.
\ No newline at end of file
diff --git a/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md b/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md
index eb2c3343fec..69847989482 100644
--- a/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md
+++ b/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md
@@ -4,8 +4,8 @@ If you want to use the Universal Render Pipeline (URP) in a new Project, you can
To create a URP Project using a Template:
-1. Open Unity.
+1. Open the Unity Hub.
2. On the Home page, click __New__ to start a new Project. The Templates popup appears.
3. Select the Universal Render Pipeline Template.
4. Click __Create__. Unity creates a new Project for you. The new Project has URP installed and configured, and includes some example content that demonstrates URP's functionality.
-5. In the Project window, navigate to the _Assets_ folder, and select the __Readme__ Asset. Unity will show information about the Project in the Inspector window.
\ No newline at end of file
+5. In the Project window, navigate to the _Assets_ folder, and select the __Readme__ Asset. Unity will show information about the Project in the Inspector window.
diff --git a/com.unity.render-pipelines.universal/Documentation~/faq.md b/com.unity.render-pipelines.universal/Documentation~/faq.md
index 9e791fb09d2..838a5f8c83e 100644
--- a/com.unity.render-pipelines.universal/Documentation~/faq.md
+++ b/com.unity.render-pipelines.universal/Documentation~/faq.md
@@ -1,7 +1,7 @@
# Frequently asked questions (FAQ)
This section answers some frequently asked questions about the Universal Render Pipeline (URP). These questions come from the [General Graphics](https://forum.unity.com/forums/general-graphics.76/) section on our forums, from the [Unity Discord](https://discord.gg/unity) channel, and from our support teams.
-For information about the High Definition Render Pipeline (HDRP), please see the [HDRP documentation](https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/High-Definition-Render-Pipeline-overview).
+For information about the High Definition Render Pipeline (HDRP), see the [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html).
## Can I use URP and HDRP at the same time?
No. They're both built with the Scriptable Render Pipeline (SRP), but their render paths and light models are different.
@@ -70,4 +70,4 @@ By default, URP uses a linear color space while rendering. You can also use a ga
## How do I extend URP with scriptable render pass?
-To create a scriptable render pass, you have to create a `ScriptableRendererFeature` script. This is because the scriptable render feature is a container that can have the pass in it. To create the scriptable render feature in the Editor, click on **Asset** > **Create** > **Rendering** > **Universal Render Pipeline** > **Renderer Feature**.
\ No newline at end of file
+To create a scriptable render pass, you have to create a `ScriptableRendererFeature` script. This is because the scriptable render feature is a container that can have the pass in it. To create the scriptable render feature in the Editor, click on **Asset** > **Create** > **Rendering** > **Universal Render Pipeline** > **Renderer Feature**.
diff --git a/com.unity.render-pipelines.universal/Documentation~/light-component.md b/com.unity.render-pipelines.universal/Documentation~/light-component.md
index d2b53ce9e77..c2ab42b5304 100644
--- a/com.unity.render-pipelines.universal/Documentation~/light-component.md
+++ b/com.unity.render-pipelines.universal/Documentation~/light-component.md
@@ -16,7 +16,7 @@ This page contains information on Light components in the Universal Render Pipel
| __Mode__| Specify the [Light Mode](https://docs.unity3d.com/Manual/LightModes.html) used to determine if and how a light is "baked". Possible modes are __Realtime__, __Mixed__ and __Baked__.|
| __Intensity__| Set the brightness of the light. The default value for a __Directional__ light is 0.5. The default value for a __Point__, __Spot__ or __Area__ light is 1. |
| __Indirect Multiplier__| Use this value to vary the intensity of indirect light. Indirect light is light that has bounced from one object to another. The __Indirect Multiplier__ defines the brightness of bounced light calculated by the global illumination (GI) system. If you set __Indirect Multiplier__ to a value lower than __1,__ the bounced light becomes dimmer with every bounce. A value higher than __1__ makes light brighter with each bounce. This is useful, for example, when a dark surface in shadow (such as the interior of a cave) needs to be brighter in order to make detail visible. |
-| __Shadow Type__| Determine whether this Light casts Hard Shadows, Soft Shadows, or no shadows at all. See documentation on [Shadows](https://docs.unity3d.com/Manual/ShadowOverview.html) for information on hard and soft shadows. |
+| __Shadow Type__| Determine whether this Light casts Hard Shadows, Soft Shadows, or no shadows at all. See the page [Lights](https://docs.unity3d.com/Manual/class-Light.html) for information on hard and soft shadows. |
| Baked Shadow Angle| If __Type__ is set to __Directional__ and __Shadow Type__ is set to __Soft Shadows__, this property adds some artificial softening to the edges of shadows and gives them a more natural look. |
| Baked Shadow Radius| If __Type__ is set to __Point__ or __Spot__ and __Shadow Type__ is set to __Soft Shadows__, this property adds some artificial softening to the edges of shadows and gives them a more natural look. |
| Realtime Shadows| These properties are available when __Shadow Type__ is set to __Hard Shadows__ or __Soft Shadows__. Use these properties to control real-time shadow rendering settings. |
@@ -29,4 +29,4 @@ This page contains information on Light components in the Universal Render Pipel
| Auto| The rendering method is determined at run time, depending on the brightness of nearby lights and the current [Quality](https://docs.unity3d.com/Manual/class-QualitySettings.html) settings. |
| Important| The light is always rendered at per-pixel quality. Use __Important__ mode only for the most noticeable visual effects (for example, the headlights of a player’s car). |
| Not Important| The light is always rendered in a faster, vertex/object light mode. |
-| __Culling Mask__| Use this to selectively exclude groups of objects from being affected by the Light. For more information, see [Layers](https://docs.unity3d.com/Manual/Layers.html).|
\ No newline at end of file
+| __Culling Mask__| Use this to selectively exclude groups of objects from being affected by the Light. For more information, see [Layers](https://docs.unity3d.com/Manual/Layers.html).|
diff --git a/com.unity.render-pipelines.universal/Documentation~/lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/lit-shader.md
index 9acc2cf712e..177a5fa5590 100644
--- a/com.unity.render-pipelines.universal/Documentation~/lit-shader.md
+++ b/com.unity.render-pipelines.universal/Documentation~/lit-shader.md
@@ -50,7 +50,7 @@ The __Surface Inputs__ describe the surface itself. For example, you can use the
| __Metallic / Specular Map__ | Shows a map input for your chosen __Workflow Mode__ in the __Surface Options__.
For the [__Metallic Map__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterMetallic.html) workflow, the map gets the color from the __Base Map__ assigned above. Use the slider to control how metallic the surface appears. 1 is fully metallic, like silver or copper, and 0 is fully dielectric, like plastic or wood. You can generally use values in between 0 and 1 for dirty or corroded metals.
For the [__Specular Map__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html) setting, you can assign a texture to it by clicking the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html).
For both workflows, you can use the __Smoothness__ slider to control the spread of highlights on the surface. 0 gives a wide, rough highlight. 1 gives a small, sharp highlight like glass. Values in between produce semi-glossy looks. For example, 0.5 produces a plastic-like glossiness.
Use the __Source__ drop-down menu to select where the shader samples a smoothness map from. Options are: __Metallic Alpha__ (alpha channel from the metallic map), and __Albedo Alpha__ (alpha channel from the base map). The default value is __Metallic Alpha__.
If the selected source has the alpha channel, the shader samples the channel and multiplies each sample by the __Smoothness__ value. |
| __Normal Map__ | Adds a normal map to the surface. With a [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html?), you can add surface details like bumps, scratches and grooves. To add the map, click the object picker next to it. The normal map picks up ambient lighting in the environment.
The float value next to the setting is a multiplier for the effect of the __Normal Map__. Low values decrease the effect of the normal map. High values create stronger effects. |
| __Occlusion Map__ | Select an [occlusion map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterOcclusionMap.html). This simulates shadows from ambient light and reflection, which makes lighting look more realistic as less light reaches corners and crevices of objects. To select the occlusion map, click the object picker next to it. |
-| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can choose the color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. |
+| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. |
| __Tiling__ | A 2D multiplier value that scales the Texture to fit across a mesh according to the U and V axes. This is good for surfaces like floors and walls. The default value is 1, which means no scaling. Set a higher value to make the Texture repeat across your mesh. Set a lower value to stretch the Texture. Try different values until you reach your desired effect. |
| __Offset__ | The 2D offset that positions the Texture on the mesh. To adjust the position on your mesh, move the Texture across the U or V axes. |
diff --git a/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md
index 9d3ad0494bb..412bc220c8a 100644
--- a/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md
+++ b/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md
@@ -43,7 +43,7 @@ The __Surface Inputs__ describe the surface itself. For example, you can use the
| __Base Map__ | Adds color to the surface. To assign a Texture to the __Base Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html). The color next to the setting shows the tint on top of your assigned Texture. To assign another tint, you can click this color swatch. If you select __Transparent__ or __Alpha Clipping__ under __Surface Options__, your Material uses the Texture’s alpha channel or color. The Base Map is also known as a diffuse map. |
| __Metallic Map__ | Shows the map input for the metallic highlights and reflections from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html).
You can use the __Smoothness__ slider to control the spread of highlights on the surface. 0 gives a wide, rough highlight. 1 gives a small, sharp highlight like glass. Values in between 0 and 1 produce semi-glossy looks. For example, 0.5 produces a plastic-like glossiness. |
| __Normal Map__ | Adds a normal map to the surface. With a [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html), you can add surface details like bumps, scratches and grooves. To add the map, click the object picker next to it. The normal map picks up ambient lighting in the environment.
The float value next to the setting is a multiplier for the effect of the __Normal Map__. Low values decrease the effect of the normal map. High values create stronger effects. |
-| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can choose the color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. |
+| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. |
diff --git a/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md
index 03215d67167..5ae614fe38d 100644
--- a/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md
+++ b/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md
@@ -43,7 +43,7 @@ The __Surface Inputs__ describe the surface itself. For example, you can use the
| __Base Map__ | Adds color to the surface. To assign a Texture to the __Base Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html). The color next to the setting shows the tint on top of your assigned Texture. To assign another tint, you can click this color swatch. If you select __Transparent__ or __Alpha Clipping__ under __Surface Options__, your Material uses the Texture’s alpha channel or color. The Base Map is also known as a diffuse map. |
| __Specular Map__ | Controls the color of your specular highlights from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html). To assign a Texture to the __Specular Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html).
In__ Source__, you can select a Texture in your Project to act as a source for the smoothness. By default, the source is the alpha channel for this Texture.
You can use the __Smoothness__ slider to control the spread of highlights on the surface. 0 gives a wide, rough highlight. 1 gives a small, sharp highlight like glass. Values in between 0 and 1 produce semi-glossy looks. For example, 0.5 produces a plastic-like glossiness.
**Note:** If this setting appears greyed out, check if __Specular Highlights__ are enabled under the __Advanced__ settings. |
| __Normal Map__ | Adds a normal map to the surface. With a [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html), you can add surface details like bumps, scratches and grooves. To add the map, click the object picker next to it. The normal map picks up ambient lighting in the environment. |
-| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can choose the color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. |
+| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. |
### Advanced
diff --git a/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md b/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md
index 91c52dd7895..a12f0a77053 100644
--- a/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md
+++ b/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md
@@ -42,7 +42,7 @@ The __Surface Inputs__ describe the surface itself. For example, you can use the
| -------------- | ------------------------------------------------------------ |
| __Base Map__ | Adds color to the surface. To assign a Texture to the __Base Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html). The color next to the setting shows the tint on top of your assigned Texture. To assign another tint, you can click this color swatch. If you select __Transparent__ or __Alpha Clipping__ under __Surface Options__, your Material uses the Texture’s alpha channel or color. The Base Map is also known as a diffuse map. |
| __Normal Map__ | Adds a normal map to the surface. With a [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html), you can add surface details like bumps, scratches and grooves. To add the map, click the object picker next to it. The normal map picks up ambient lighting in the environment. |
-| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear. To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project. For __Emission Color__, you can choose the color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color. If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__. If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. |
+| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear. To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project. For __Emission Color__, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color. If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__. If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. |
### Advanced
diff --git a/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md b/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md
index 9a050b8d6c5..51b377d20f4 100644
--- a/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md
+++ b/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md
@@ -1,6 +1,6 @@
# Rendering from multiple Cameras to the same render target
-In the Universal Render Pipeline (URP), multiple [Base Cameras](camera-types-and-render-mode.md#base-camera) or [Camera Stacks](camera-stacking.md) can render to the same render target. This allows you to create effects such as split screen rendering.
+In the Universal Render Pipeline (URP), multiple [Base Cameras](camera-types-and-render-type.md#base-camera) or [Camera Stacks](camera-stacking.md) can render to the same render target. This allows you to create effects such as split screen rendering.
If more than one Base Camera or Camera Stack renders to the same area of a render target, Unity draws each pixel in the overlapping area multiple times. Unity draws the Base Camera or Camera Stack with the highest priority last, on top of the previously drawn pixels. For more information on overdraw, see [Advanced information](cameras-advanced.md).
@@ -28,4 +28,4 @@ You can change the Viewport rect for a Camera in a script by setting its `rect`
```
myUniversalAdditionalCameraData.rect = new Rect(0.5f, 0f, 0.5f, 0f);
-```
\ No newline at end of file
+```
diff --git a/com.unity.render-pipelines.universal/Documentation~/requirements.md b/com.unity.render-pipelines.universal/Documentation~/requirements.md
index 665c76fbe14..69d0371db1b 100644
--- a/com.unity.render-pipelines.universal/Documentation~/requirements.md
+++ b/com.unity.render-pipelines.universal/Documentation~/requirements.md
@@ -11,6 +11,7 @@ The following table shows the compatibility of URP package versions with differe
| 9.x.x | 2020.1.0b6 | 2020.2.x |
| 8.1.x | 2020.1.0b6 | 2020.1.x |
| 8.0.x | 2020.1.0a23 | 2020.1.x |
+| 7.5.x | 2019.3.4f1 | 2019.4.x |
| 7.4.x | 2019.3.2f1 | 2019.4.x |
| 7.3.x | 2019.3.2f1 | 2019.4.x |
| 7.2.x | 2019.3.0f6 | 2019.4.x |
diff --git a/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md b/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md
index 47fdd8e19d1..eed88d1f180 100644
--- a/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md
+++ b/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md
@@ -2,7 +2,7 @@
Unity compiles many Shader Variants from a single Shader source file. The number of Shader Variants depends on how many keywords you’ve included in the Shader. In the default Shaders, the Universal Render Pipeline (URP) uses a set of keywords for lighting and shadows. URP can exclude some Shader variants, depending on which features are active in the [URP Asset](universalrp-asset.md).
-When you disable [certain features](shader-stripping-keywords.md) in the URP Asset, the pipeline “strips” the related Shader variants from the build. Stripping your Shaders gives you smaller build sizes and shorter build times. This is useful if your project is never going to use certain features or keywords.
+When you disable certain features in the URP Asset, the pipeline “strips” the related Shader variants from the build. Stripping your Shaders gives you smaller build sizes and shorter build times. This is useful if your project is never going to use certain features or keywords.
For example, you might have a project where you never use shadows for directional lights. Without Shader stripping, Shader variants with directional shadow support remain in the build. If you know you won't use these shadows at all, you can uncheck **Cast Shadows** in the URP Asset for main or additional direction lights. URP then strips these Shader Variants from the build.
diff --git a/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md b/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md
index 642cc47cfa8..680532eec18 100644
--- a/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md
+++ b/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md
@@ -22,7 +22,7 @@ For [SpeedTree](https://docs.unity3d.com/Manual/SpeedTree.html) Shaders, Unity d
## Choosing a Shader
-With the Universal Render Pipeline, you can have real-time lighting wither either Physically Based Shaders (PBS) and non-Physically Based Rendering (PBR).
+With the Universal Render Pipeline, you can have real-time lighting with either Physically Based Shaders (PBS) and non-Physically Based Rendering (PBR).
For PBS, use the [Lit Shader](lit-shader.md). You can use it on all platforms. The Shader quality scales depending on the platform, but keeps physically based rendering on all platforms. This gives you realistic graphics across hardware. The Unity [Standard Shader](https://docs.unity3d.com/Manual/shader-StandardShader.html) and the [Standard (Specular setup) Shaders](https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html) both map to the Lit Shader in URP. For a list of Shader mappings, see section [Shader mappings](upgrading-your-shaders.md#built-in-to-urp-shader-mappings).
diff --git a/com.unity.render-pipelines.universal/Documentation~/shading-model.md b/com.unity.render-pipelines.universal/Documentation~/shading-model.md
index 7f7bea501e3..0bc07afead0 100644
--- a/com.unity.render-pipelines.universal/Documentation~/shading-model.md
+++ b/com.unity.render-pipelines.universal/Documentation~/shading-model.md
@@ -18,7 +18,7 @@ _Microgeometry_ - Surfaces have geometry at a microscopic level. Some objects ha
When light hits a a rendered object's surface, part of the light is reflected and part is refracted. The reflected light is called _specular reflection_. This varies depending on the camera direction and the point at which the light hits a surface, also called the [angle of incidence](). In this shading model, the shape of specular highlight is approximated with a [GGX function](https://blogs.unity3d.com/2016/01/25/ggx-in-unity-5-3/).
-For metal objects, the surface absorbs and changes the light. For non-metallic objects, also called [dialetic]() objects, the surface reflects parts of the light.
+For metal objects, the surface absorbs and changes the light. For non-metallic objects, also called [dielectric]() objects, the surface reflects parts of the light.
Light attenuation is only affected by the light intensity. This means that you don’t have to increase the range of your light to control the attenuation.
@@ -55,4 +55,4 @@ URP comes with some Shaders that are Unlit. This means that they have no directi
The following URP Shaders have no lighting:
- [Unlit](unlit-shader.md)
-- [Particles Unlit](particles-unlit-shader.md)
\ No newline at end of file
+- [Particles Unlit](particles-unlit-shader.md)
diff --git a/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md
index 450f9d2c31e..95689a856c1 100644
--- a/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md
+++ b/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md
@@ -44,7 +44,7 @@ The __Surface Inputs__ describe the surface itself. For example, you can use the
| __Base Map__ | Adds color to the surface, also known as the diffuse map. To assign a Texture to the __Base Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html). The color next to the setting shows the tint on top of your assigned Texture. To assign another tint, you can click this color swatch. If you select __Transparent__ or __Alpha Clipping__ under __Surface Options__, your Material uses the Texture’s alpha channel or color. |
| __Specular Map__ | Controls the color of your specular highlights from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html). To assign a Texture to the __Specular Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html).
In __Source__, you can select a Texture in your Project to act as a source for the smoothness. By default, the source is the Alpha channel for this Texture.
You can use the __Smoothness__ slider to control the spread of highlights on the surface. 0 gives a wide, rough highlight. 1 gives a small, sharp highlight like glass. Values in between produce semi-glossy looks. For example, 0.5 produces a plastic-like glossiness. |
| __Normal Map__ | Adds a normal map to the surface. With a [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html?), you can add surface details like bumps, scratches and grooves. To add the map, click the object picker next to it. The normal map picks up ambient lighting in the environment. |
-| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can choose the color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. |
+| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. |
| __Tiling__ | A 2D multiplier value that scales the Texture to fit across a mesh according to the U and V axes. This is good for surfaces like floors and walls. The default value is 1, which means no scaling. Set a higher value to make the Texture repeat across your mesh. Set a lower value to stretch the Texture. Try different values until you reach your desired effect. |
| __Offset__ | The 2D offset that positions the Texture on the mesh. To adjust the position on your mesh, move the Texture across the U or V axes. |
diff --git a/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md b/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md
index ace83b69545..9a307ee0f3f 100644
--- a/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md
+++ b/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md
@@ -48,9 +48,10 @@ These settings control the quality level of the URP. This is where you can make
### Lighting
+
These settings affect the lights in your Scene.
-If you disable some of these settings, the relevant [keywords](shader-stripping-keywords.md) are [stripped from the Shader variables](shading-model.md#shaderStripping). If there are certain settings that you know for certain you won’t use in your game or app, you can disable them to improve performance and reduce build time.
+If you disable some of these settings, the relevant [keywords](shader-stripping.md) are [stripped from the Shader variables](shading-model.md#shaderStripping). If there are settings that you know for certain you won’t use in your game or app, you can disable them to improve performance and reduce build time.
| Property | Description |
| --------------------- | ------------------------------------------------------------ |
@@ -109,4 +110,4 @@ This section appears if Adaptive Performance package is installed. It allows to
| __Property__ | __Description__ |
| ----------------------- | ------------------------------------------------------------ |
-| __Use adaptive performance__ | Allows Adaptive Performance to adjust rendering quality during runtime. |
\ No newline at end of file
+| __Use adaptive performance__ | Allows Adaptive Performance to adjust rendering quality during runtime. |
diff --git a/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md b/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md
index 4b66bf6926d..00b2b8c60ec 100644
--- a/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md
+++ b/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md
@@ -33,7 +33,7 @@ This table provides an overview of the current features supported in the Univers
| Inner Spot Angle | Not supported | Yes |
| Shading | Multiple Passes | Single Pass |
| *Culling*
Per-Object
Per-Layer |
Yes
Yes |
Yes
Yes |
-| *Light Limits*
Main Directional Light
Per Object
Per Camera |
1
Unlimited
Unlimited |
1
8 (4 for GLES2). Can be point, spot, and directional Lights.
256 (32 on mobile platforms) |
+| *Light Limits*
Main Directional Light
Per Object
Per Camera |
1
Unlimited
Unlimited |
1
8 (4 for GLES2). Can be point, spot, and directional Lights.
256 (16 for GLES 3.0 or lower, 32 on other mobile platforms) |
| Attenuation | Legacy | InverseSquared |
| Vertex LIghts | Yes | Yes |
| SH Lights | Yes | In research |
@@ -159,7 +159,7 @@ This table provides an overview of the current features supported in the Univers
| World Space | Yes | Yes |
| Text Mesh Pro | Yes | Yes |
| ***VR*** | | |
-| Multipass | Yes | Yes |
+| Multipass | Yes | Yes |
| Single Pass | Yes | Yes |
| Single Pass Instanced | Yes | Yes |
| *Post-processing*
Oculus Rift
Oculus QuestOculus Go
Gear VR
PSVRHoloLens
WMR
Magic Leap One
OpenVR|
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes |
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No |
diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md
index ecd8cc00816..7cad991c061 100644
--- a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md
+++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md
@@ -9,16 +9,16 @@ To build a Project for the **PlayStation 4** or **Xbox One**, you need to instal
For more information, see the documentation on [Building for Consoles](Building-For-Consoles.md).
## Require Depth Texture
-In previous versions of URP, if post-processing was enabled it would cause the pipeilne to always require depth. We have improved the post-processing integration to only require depth from the pipeline when Depth of Field, Motion Blur or SMAA effects are enabled. This improves performance in many cases.
+In previous versions of URP, if post-processing was enabled it would cause the pipeline to always require depth. We have improved the post-processing integration to only require depth from the pipeline when Depth of Field, Motion Blur or SMAA effects are enabled. This improves performance in many cases.
Because Cameras that use post-processing no longer require depth by default, you must now manually indicate that Cameras require depth if you are using it for other effects, such as soft particles.
To make all Cameras require depth, enable the the `Depth Texture` option in the [Pipeline Asset](universalrp-asset.md). To make an individual Camera require depth, set `Depth Texture` option to `On` in the [Camera Inspector](camera-component-reference.md).
## Sampling shadows from the Main Light
-In previous versions of URP, if shadow cascades were enabled for the main Light, shadows would be resolved in a screen space pass. The pipeline now always resolves shadows while rendering opaques or transparent objects. This allows for consistency and solved many issues regarding shadows.
+In previous versions of URP, if shadow cascades were enabled for the main Light, shadows would be resolved in a screen space pass. The pipeline now always resolves shadows while rendering opaque or transparent objects. This allows for consistency and solved many issues regarding shadows.
-If have custom hlsl shaders and sample `_ScreenSpaceShadowmapTexture` texture, you must upgrade them to sample shadows by using the `GetMainLight` function instead.
+If have custom HLSL shaders and sample `_ScreenSpaceShadowmapTexture` texture, you must upgrade them to sample shadows by using the `GetMainLight` function instead.
For example:
@@ -38,4 +38,4 @@ You must also define the following in your .shader file to make sure your custom
```
## Transparent receiving shadows
-Transparent objects can now receive shadows when using shadow cascades. You can also optionally disable shadow receiving for transparent to improve performance. To do so, disable `Transparent Receive Shadows` in the Forward Renderer asset.
\ No newline at end of file
+Transparent objects can now receive shadows when using shadow cascades. You can also optionally disable shadow receiving for transparent to improve performance. To do so, disable `Transparent Receive Shadows` in the Forward Renderer asset.
diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-5-0.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-5-0.md
new file mode 100644
index 00000000000..c44a9d382ce
--- /dev/null
+++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-5-0.md
@@ -0,0 +1,13 @@
+# Upgrading to version 7.5.0 of the Universal Render Pipeline
+
+This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 7.5.0.
+
+## Upgrading from URP 7.2.x and later
+
+1. URP 7.5.0 does not have breaking changes compared with URP 7.2.x and later. To upgrade URP to version 7.5.0, install the new version of the package.
+
+## Upgrading from URP 7.0.x-7.1.x
+
+1. Upgrade to URP 7.2.0 first. Refer to [Upgrading to version 7.2.0 of the Universal Render Pipeline](upgrade-guide-7-2-0).
+
+2. Perform the procedure **Upgrading from URP 7.2.x**.
diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md
index 1fb7494af85..f3160c5fd17 100644
--- a/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md
+++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md
@@ -4,7 +4,7 @@ The Universal Render Pipeline (URP) replaces the Lightweight Render Pipeline (LW
Unity upgrades some things automatically, and you must make some manual changes. Follow the steps in this guide to transition from using LWRP to using URP.
## Before upgrading
-### Update Assembly Definition Asssets
+### Update Assembly Definition Assets
URP uses GUIDs instead of Assembly Definition string names. If you are using Assembly Definition Assets (ASMDefs) in your Project, you should ensure that **Use GUIDs** is enabled on each of them.
Unity upgrades any existing string references to LWRP automatically as part of the upgrade process, but it is best practice to use GUIDs on your Assembly Definition Assets for future proofing.
@@ -59,7 +59,7 @@ In the .cs files in your Project, find and replace references to the LWRP namesp
## Upgrading post-processing effects
-URP supports both [Post Processing Version 2 (PPV2) and its own integrated post-processing solution](integration-with-post-processing.md). If you have the Post Processing Version 2 package installed in your Project and you want to use URP's integrated post-processing solution, you need to delete the Post Processing Version 2 package before you install URP into your Project. When you have installed URP, you can then recreate your post-processing effects.
+URP version 7.x supports both [Post Processing Stack v2 (PPv2) and its own integrated post-processing solution](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.4/manual/integration-with-post-processing.html). If you have the Post Processing Version 2 package installed in your Project and you want to use URP's integrated post-processing solution, you need to delete the Post Processing Stack v2 package before you install URP into your Project. When you have installed URP, you can then recreate your post-processing effects.
Upgrading post-processing effects from LWRP to URP is a manual process. You must manually recreate each Post-Processing Profile in your Project, using URP's post-processing implementation.
diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md b/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md
index cb6740af1db..ec1c4624b27 100644
--- a/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md
+++ b/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md
@@ -1,6 +1,6 @@
# Upgrading your Shaders
-If your Project uses shaders from the built-in render pipeline, and you want to [switch your Project to use the Universal Render Pipeline instead](installing-universalrp-into-an-existing-project), you must convert those Shaders to the URP Shaders. This is because built-in Lit shaders are not compatible with URP Shaders. For an overview of the mapping between built-in shaders and URP Shaders, see [Shader mappings](#shader-mappings).
+If your Project uses shaders from the built-in render pipeline, and you want to [switch your Project to use the Universal Render Pipeline instead](InstallURPIntoAProject.md), you must convert those Shaders to the URP Shaders. This is because built-in Lit shaders are not compatible with URP Shaders. For an overview of the mapping between built-in shaders and URP Shaders, see [Shader mappings](#shader-mappings).
To upgrade built-in Shaders:
diff --git a/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs b/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs
index b6b3e1a1666..248265b112b 100644
--- a/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs
+++ b/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs
@@ -22,10 +22,10 @@ class Styles
new GUIContent("Pass", "What happens to the stencil value when passing.");
public static readonly GUIContent stencilFail =
- new GUIContent("Fail", "What happens the the stencil value when failing.");
+ new GUIContent("Fail", "What happens to the stencil value when failing.");
public static readonly GUIContent stencilZFail =
- new GUIContent("Z Fail", "What happens the the stencil value when failing Z testing.");
+ new GUIContent("Z Fail", "What happens to the stencil value when failing Z testing.");
}
//Stencil rendering