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Expand Up @@ -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).
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Expand Up @@ -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)
Expand Down Expand Up @@ -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)
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Expand Up @@ -36,10 +36,10 @@ The Camera Inspector has the following sections when the Camera has its **Render
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Sensor Size_ |Set the size, in millimeters, of the camera sensor. <br/><br/>Unity sets the **X** and **Y** values automatically when you choose the **Sensor Type**. You can enter custom values if needed.|
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_X_ |The width of the sensor. |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Y_ |The height of the sensor. |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_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. <br/><br/>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). <br/><br/>Shift the lens along either axis to make the camera frustum [oblique](ObliqueFrustum). |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_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. <br/><br/>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). <br/><br/>Shift the lens along either axis to make the camera frustum [oblique](https://docs.unity3d.com/Manual/ObliqueFrustum.html). |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_X_ |The horizontal sensor offset. |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Y_ |The vertical sensor offset. |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_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). <br/><br/>For further information about resolution gate and film gate, see documentation on [Physical Cameras](PhysicalCameras).|
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_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). <br/><br/>For further information about resolution gate and film gate, see documentation on [Physical Cameras](https://docs.unity3d.com/Manual/PhysicalCameras.html).|
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Vertical_ |Fits the resolution gate to the height of the film gate. <br/><br/>If the sensor aspect ratio is larger than the game view aspect ratio, Unity crops the rendered image at the sides. <br/><br/>If the sensor aspect ratio is smaller than the game view aspect ratio, Unity overscans the rendered image at the sides. <br/><br/>When you choose this setting, changing the sensor width (**Sensor Size > X property**) has no effect on the rendered image.|
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Horizontal_ |Fits the resolution gate to the width of the film gate. <br/><br/>If the sensor aspect ratio is larger than the game view aspect ratio, Unity overscans the rendered image on the top and bottom. <br/><br/>If the sensor aspect ratio is smaller than the game view aspect ratio, Unity crops the rendered image on the top and bottom. <br/><br/>When you choose this setting, changing the sensor height (**Sensor Size > Y** property) has no effect on the rendered image.|
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Fill_ |Fits the resolution gate to either the width or height of the film gate, whichever is smaller. This crops the rendered image.|
Expand Down Expand Up @@ -123,7 +123,7 @@ You can use the stack property add Overlay cameras to the stack and they will re

![Overlay Camera Inspector](Images/camera-inspector-overlay.png)

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:

Expand All @@ -149,10 +149,10 @@ The Camera Inspector has the following sections when the Camera has its Render M
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Sensor Size_ |Set the size, in millimeters, of the camera sensor. <br/><br/>Unity sets the **X** and **Y** values automatically when you choose the **Sensor Type**. You can enter custom values if needed.|
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_X_ |The width of the sensor. |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Y_ |The height of the sensor. |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_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. <br/><br/>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). <br/><br/>Shift the lens along either axis to make the camera frustum [oblique](ObliqueFrustum). |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_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. <br/><br/>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). <br/><br/>Shift the lens along either axis to make the camera frustum [oblique](https://docs.unity3d.com/Manual/ObliqueFrustum.html). |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_X_ |The horizontal sensor offset. |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Y_ |The vertical sensor offset. |
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_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). <br/><br/>For further information about resolution gate and film gate, see documentation on [Physical Cameras](PhysicalCameras).|
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_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). <br/><br/>For further information about resolution gate and film gate, see documentation on [Physical Cameras](https://docs.unity3d.com/Manual/PhysicalCameras.html).|
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Vertical_ |Fits the resolution gate to the height of the film gate. <br/><br/>If the sensor aspect ratio is larger than the game view aspect ratio, Unity crops the rendered image at the sides. <br/><br/>If the sensor aspect ratio is smaller than the game view aspect ratio, Unity overscans the rendered image at the sides. <br/><br/>When you choose this setting, changing the sensor width (**Sensor Size > X property**) has no effect on the rendered image.|
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Horizontal_ |Fits the resolution gate to the width of the film gate. <br/><br/>If the sensor aspect ratio is larger than the game view aspect ratio, Unity overscans the rendered image on the top and bottom. <br/><br/>If the sensor aspect ratio is smaller than the game view aspect ratio, Unity crops the rendered image on the top and bottom. <br/><br/>When you choose this setting, changing the sensor height (**Sensor Size > Y** property) has no effect on the rendered image.|
|&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;_Fill_ |Fits the resolution gate to either the width or height of the film gate, whichever is smaller. This crops the rendered image.|
Expand Down
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@@ -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

![Render Type in the Camera component Inspector](Images/camera-inspector-render-type.png)
Expand All @@ -22,7 +27,9 @@ cameraData.renderType = CameraRenderType.Base;
```

<a name="base-camera"></a>

## 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).
Expand All @@ -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).

<a name="overlay-camera"></a>

## 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.
Expand Down

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Expand Up @@ -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.
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.
4 changes: 2 additions & 2 deletions com.unity.render-pipelines.universal/Documentation~/faq.md
Original file line number Diff line number Diff line change
@@ -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.
Expand Down Expand Up @@ -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**.
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**.
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Expand Up @@ -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. |
|&nbsp;&nbsp;&nbsp;&nbsp;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. |
|&nbsp;&nbsp;&nbsp;&nbsp;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. |
|&nbsp;&nbsp;&nbsp;&nbsp;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. |
Expand All @@ -29,4 +29,4 @@ This page contains information on Light components in the Universal Render Pipel
|&nbsp;&nbsp;&nbsp;&nbsp;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. |
|&nbsp;&nbsp;&nbsp;&nbsp;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). |
|&nbsp;&nbsp;&nbsp;&nbsp;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).|
| __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).|
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