diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md index 6d5a359d71e..6e75d286ad0 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md @@ -19,6 +19,10 @@ Currently, the only publicly accessible variables in the `ShaderVariablesGlobal` From 10.x, if you create a new [HDRP Asset](HDRP-Asset.md), the **MSAA Within Forward** Frame Setting is enabled by default. +## Menu + +From 10.x, various HDRP menu items in **Assets > Create > Shader** have been renamed to **HD Render Pipeline** for consistency. + ## Decal From 10.x, decals no longer require a full Depth Prepass. HDRP only renders Materials with **Receive Decals** enabled during the Depth Prepass. Unless other options force it. @@ -27,6 +31,12 @@ From 10.x, you can use the Decal Layers system which makes use of the **Renderin ## Lighting +From 10.x, when you create a Spot Light from the Editor menu, HDRP now enables the **Reflector** property by default. Note that, if you create a Spot Light via a C# script, this property is disabled. + +From 10.x, HDRP disables [Backplate](Override-HDRI-Sky.md) rendering for lighting cubemaps that are not compatible. + +From 10.x, [Screen Space Ambient Occlusion](Override-Ambient-Occlusion.md), [Screen Space Global Illumination](Override-Screen-Space-GI.md), [Screen Space Reflection](Override-Screen-Space-Reflection.md), [Ray Tracing Effects](Ray-Tracing-Getting-Started.md), and [Volumetric Reprojection](Override-Fog.md) do not interact with Reflection Probes as they do not work correctly. + From 10.x, if you disable the sky override used as the **Static Lighting Sky** in the **Lighting** window, the sky no longer affects the baked lighting. Previously, the sky affected the baked lighting even when it was disabled. From 10.x, HDRP has @@ -247,4 +257,4 @@ We recommend to put all the diffusion profiles used in your project in the HDRP Previously, in the Motion Blur volume component the camera rotation clamp was always active such that by default the part of the motion vector derived from camera rotation was clamped differently. This can create confusion due to changes in motion vectors that are relative to camera. -From 2020.2, the camera rotation clamp option is not the default, but needs to be selected as an option under the **Camera Clamp Mode** setting. Moreover, additional clamping controls on camera influence on motion blur are available under the same setting. \ No newline at end of file +From 2020.2, the camera rotation clamp option is not the default, but needs to be selected as an option under the **Camera Clamp Mode** setting. Moreover, additional clamping controls on camera influence on motion blur are available under the same setting. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md index 4f54de3a8a7..67e439bff91 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md @@ -6,6 +6,10 @@ This page contains an overview of new features, improvements, and issues resolve The following is a list of features Unity added to version 10.0 of the High Definition Render Pipeline. Each entry includes a summary of the feature and a link to any relevant documentation. +### Added support for the PlayStation 5 platform. + +This version of HDRP includes support for the Playstation 5 platform. For more information, see [building for consoles](Building-For-Consoles.md). + ### IES Profiles and light cookies ![](Images/HDRPFeatures-IESProfiles.png) @@ -109,9 +113,9 @@ HDRP's screen-space reflection (SSR) solution now support transparent materials. HDRP now includes a new sample that contains example fabric and hair materials. You can use these materials as references to more quickly develop fabric and hair materials for your application. HDRP now also includes an eye Shader Graph which you can use to create a realistic eye Material. There are also new HDRP-specific Shader Graph nodes which allow you to more easier customize this eye Shader Graph. -### Decal Layers and Decal angle fading +### Decal improvment - Decal Bias, Decal Layers, and Decal angle fading -This version of HDRP introduces Decal Layers which allow you to specify which decals affect which Materials on a layer by layer basis. For more information about Decal Layers, see the [Decal documentation](Decal.md). This version also introduce the support of angle based fading for Decal when Decal Layers are enabled. +This version of HDRP introduces Decal Layers which allow you to specify which decals affect which Materials on a layer by layer basis. For more information about Decal Layers, see the [Decal documentation](Decal.md). This version also introduce the support of angle based fading for Decal when Decal Layers are enabled. Lastly this version introduces a new world-space bias (in meters) option that HDRP applies to the decal’s Mesh to stop it from overlapping with other Meshes along the view vector. ### Input System package support