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 bff2aca766e..59f03a4458a 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
@@ -24,7 +24,7 @@ The [Lit](Lit-Shader.md), [LayeredLit](Layered-Lit-Shader.md), and [Unlit](Unlit
To create a Material that uses a Shader Graph (for example, a StackLit Graph), follow these steps:
1. Create a Shader with the Shader Graph that you want the Material to use.
- 1. Go to **Assets > Create > Shader > HDRP** to find the list of HDRP Shader Graphs. For this example, click **StackLit Graph**.
+ 1. Go to **Assets > Create > Shader Graph > HDRP** to find the list of HDRP Shader Graphs. For this example, click **StackLit Graph**.
1. Give the Shader Graph a unique name. This is important, because you need to reference this Shader Graph in the Material.
1. Create a Material from the Shader.
1. In your Project window, find the Shader that you just created and right-click it.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md
index 65b6e212e09..9efc4059c27 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md
@@ -1,6 +1,6 @@
# Decal Projector
-The High Definition Render Pipeline (HDRP) includes the Decal Projector component, which allows you to project specific Materials (decals) into the Scene. Decals are Materials that use the [Decal Shader](Decal-Shader.md) or [Decal master node](Master-Node-Decal.md). When the Decal Projector component projects decals into the Scene, they interact with the Scene’s lighting and wrap around Meshes. You can use thousands of decals in your Scene simultaneously because HDRP instances them. This means that the rendering process is not resource intensive as long as the decals use the same Material.
+The High Definition Render Pipeline (HDRP) includes the Decal Projector component, which allows you to project specific Materials (decals) into the Scene. Decals are Materials that use the [Decal Shader](Decal-Shader.md) or [Decal Master Stack](master-stack-decal.md). When the Decal Projector component projects decals into the Scene, they interact with the Scene’s lighting and wrap around Meshes. You can use thousands of decals in your Scene simultaneously because HDRP instances them. This means that the rendering process is not resource intensive as long as the decals use the same Material.
The Decal Projector also supports [Decal Layers](Decal.md) which means you can control which Materials receive decals on a Layer by Layer basis.
@@ -54,7 +54,7 @@ Using the Inspector allows you to change all of the Decal Projector properties,
## Limitations
-- The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal master node](Master-Node-Decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md).
+- The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md).
- Decal Emissive isn't supported on Transparent Material.
- The **Receive Decals** property of Materials in HDRP does not affect emissive decals. HDRP always renders emissive decals unless you use Decal Layers, which can disable emissive decals on a Layer by Layer basis.
- If you project a decal onto a transparent surface, HDRP ignores the decal's Texture tiling.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Decal.md b/com.unity.render-pipelines.high-definition/Documentation~/Decal.md
index 73163074088..91d4e1bf3e9 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Decal.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Decal.md
@@ -1,13 +1,13 @@
# Decal
-The High Definition Render Pipeline (HDRP) includes two ways to create decals in a Scene. You can either use a decal Mesh and manually position the decal or use the [Decal Projector](Decal-Projector.md) component to project the decal. Both of these methods require that you create a decal Material, which is a Material that uses either the [Decal Shader](Decal-Shader.md) or [Decal master node](Master-Node-Decal.md). You can use either to create decal Materials that you can place or project into a Scene.
+The High Definition Render Pipeline (HDRP) includes two ways to create decals in a Scene. You can either use a decal Mesh and manually position the decal or use the [Decal Projector](Decal-Projector.md) component to project the decal. Both of these methods require that you create a decal Material, which is a Material that uses either the [Decal Shader](Decal-Shader.md) or [Decal Master Stack](master-stack-decal.md). You can use either to create decal Materials that you can place or project into a Scene.

**Limitation and compatibility**
-The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal master node](Master-Node-Decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md). It does not support emissive on Transparent Materials and does support Decal Layers.
-Decal Meshes can only affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal master node](Master-Node-Decal.md). They also do not support Decal Layers.
+The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md). It does not support emissive on Transparent Materials and does support Decal Layers.
+Decal Meshes can only affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md). They also do not support Decal Layers.
# Decal Layers
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md
index b0688450ab1..c5b251c7fe5 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md
@@ -91,13 +91,13 @@ The StackLit Shader improves on the Lit Shader in favor of quality over performa

-The Hair Shader is purpose-built to accurately render realistic hair in your Unity Project. It uses an improved Kajiya Kay lighting model which features better energy conservation and provides you with more flexibility. For more information, including a full list of Shader properties, see the [Hair Shader documentation](Master-Node-Hair.md).
+The Hair Shader is purpose-built to accurately render realistic hair in your Unity Project. It uses an improved Kajiya Kay lighting model which features better energy conservation and provides you with more flexibility. For more information, including a full list of Shader properties, see the [Hair Shader](hair-shader.md) and [Hair Master Stack](master-stack-hair.md) documentation.
### Fabric Shader

-The Fabric Shader allows you to render realistic fabric Materials in HDRP. You can use the cotton wool or silk lighting model to create a wide variety of fabrics. For more information, including a full list of Shader properties, see the [Fabric Shader documentation](Master-Node-Fabric.md).
+The Fabric Shader allows you to render realistic fabric Materials in HDRP. You can use the cotton wool or silk lighting model to create a wide variety of fabrics. For more information, including a full list of Shader properties, see the [Cotton/Wool Shader](cotton-wool-shader.md), [Silk Shader](silk-shader.md), and [Fabric Master Stack](master-stack-fabric.md) documentation.
### AxF Shader
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md
index 9e435ac016f..2d487171786 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md
@@ -30,7 +30,7 @@ This Sample includes various examples of lit and unlit particle effects.

-This Sample includes various examples of Materials. It includes Materials that use the [Lit Shader](Lit-Shader.md), [Fabric Master Node](Master-Node-Fabric.md), [Hair Master Node](Master-Node-Hair.md), [Eye Shader](eye-shader.md) and [Decal Master Node](Master-Node-Decal.md). The included Materials use effects such as subsurface scattering, displacement, and anisotropy. The **MaterialSamples** Scene requires Text Mesh Pro to display the text explanations.
+This Sample includes various examples of Materials. It includes Materials that use the [Lit Shader](Lit-Shader.md), [Fabric Master Stack](master-stack-fabric.md), [Hair Master Stack](master-stack-hair.md), [Eye Shader](eye-shader.md) and [Decal Master Stack](master-stack-decal.md). The included Materials use effects such as subsurface scattering, displacement, and anisotropy. The **MaterialSamples** Scene requires Text Mesh Pro to display the text explanations.
The Fabric, Hair and Eye Master Nodes usually require various work from artists inside the Shader Graph and the Samples are a good head start.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md b/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md
index b88dc87dfbb..c4c0d5fbb5f 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md
@@ -96,7 +96,7 @@
* [Autodesk Interactive Transparent Shader](Autodesk-Interactive-Shader-Transparent.md)
* [AxF Shader](AxF-Shader.md)
* [Decal Shader](Decal-Shader.md)
- * [Cottom/Wool Shader](cotton-wool-shader.md)
+ * [Cotton/Wool Shader](cotton-wool-shader.md)
* [Eye Shader](eye-shader.md)
* [Hair Shader](hair-shader.md)
* [Layered Lit Shader](Layered-Lit-Shader.md)
@@ -105,13 +105,17 @@
* [Silk Shader](silk-shader.md)
* [Terrain Lit Shader](Terrain-Lit-Shader.md)
* [Unlit Shader](Unlit-Shader.md)
- * Shader Graph Master Nodes
- * [Customizing Materials Using Master Nodes](Customizing-HDRP-materials-with-Shader-Graph.md)
- * [Decal](Master-Node-Decal.md)
- * [Fabric](Master-Node-Fabric.md)
- * [Hair](Master-Node-Hair.md)
- * [Lit](Master-Node-Lit.md)
- * [Unlit](Master-Node-Unlit.md)
+ * [Master Stacks in HDRP](master-stack-hdrp.md)
+ * [Contexts and Blocks](ss-contexts-and-blocks.md)
+ * [Vertex](ss-context-vertex.md)
+ * [Fragment](ss-context-fragment.md)
+ * [Decal Master Stack](master-stack-decal.md)
+ * [Eye Master Stack](master-stack-eye.md)
+ * [Fabric Master Stack](master-stack-fabric.md)
+ * [Hair Master Stack](master-stack-hair.md)
+ * [Lit Master Stack](master-stack-lit.md)
+ * [StackLit Master Stack](master-stack-stacklit.md)
+ * [Unlit Master Stack](master-stack-unlit.md)
* [Shader Graph Nodes](Shader-Graph-Nodes.md)
* Lighting
* [Reflection in HDRP](Reflection-in-HDRP.md)
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/cotton-wool-shader.md b/com.unity.render-pipelines.high-definition/Documentation~/cotton-wool-shader.md
index 2c97a3a8ce0..3a4f3f65e59 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/cotton-wool-shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/cotton-wool-shader.md
@@ -6,7 +6,7 @@ The type of fibers that make up the fabric, as well as the fabric's knit or weav

-Under the hood, the Cotton/Wool shader is a pre-configured Shader Graph. To learn more about the Cotton/Wool shader implementation, or to create your own Fabric shader variant, see the Shader Graph documentation about the [Fabric Master Node](Master-Node-Fabric.md).
+Under the hood, the Cotton/Wool shader is a pre-configured Shader Graph. To learn more about the Cotton/Wool shader implementation, or to create your own Fabric shader variant, see the Shader Graph documentation about the [Fabric Master Stack](master-stack-fabric.md).
## Importing the Cotton/Wool Fabric Sample
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/eye-shader.md b/com.unity.render-pipelines.high-definition/Documentation~/eye-shader.md
index f0d976ff34c..57f9a9f6679 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/eye-shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/eye-shader.md
@@ -3,7 +3,7 @@ The Eye Shader is your starting point for rendering eyes in the High Definition

-Under the hood, the Eye shader is a pre-configured Shader Graph. To learn more about the Eye shader implementation, or to create your own Eye shader variant, see the Shader Graph documentation about the [Eye Master Node](Master-Node-Eye.md).
+Under the hood, the Eye shader is a pre-configured Shader Graph. To learn more about the Eye shader implementation, or to create your own Eye shader variant, see the Shader Graph documentation about the [Eye Master Stack](master-stack-eye.md).
## Eye anatomy
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-decal.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-decal.md
new file mode 100644
index 00000000000..9b2b63b0737
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-decal.md
@@ -0,0 +1,84 @@
+# Decal
+
+The Decal Master Stack material type enables you to author decals that you can [project](Decal-Projector.md) or place into your Scene. The Decal Master Stack material type is similar to the standard [Decal Shader](Decal-Shader.md), except that you cannot use this version to author decals projected on transparent materials.
+
+
+
+
+
+## Creating a Decal Shader Graph
+
+To create a Decal material in Shader Graph, you can either:
+
+* Modify an existing Shader Graph.
+ 1. Open the Shader Graph in the Shader Editor.
+ 2. In **Graph Settings**, select the **HDRP** Target. If there isn't one, go to **Active Targets,** click the **Plus** button, and select **HDRP**.
+ 3. In the **Material** drop-down, select **Decal**.
+
+* Create a new Shader Graph.
+ 1. Go to **Assets > Create >Shader Graph > HDRP** and click **Decal Shader Graph**.
+
+## Contexts
+
+[!include[](snippets/master-stacks-contexts-intro.md)]
+
+### Vertex Context
+
+#### Default
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/vertex-position.md)]
+[!include[](snippets/shader-graph-blocks/vertex-normal.md)]
+[!include[](snippets/shader-graph-blocks/vertex-tangent.md)]
+
+
+#### Relevant
+
+This Master Stack material type adds all its Vertex Blocks to the Vertex Context by default and has no extra relevant Blocks.
+
+### Fragment Context
+
+#### Default
+
+When you create a new Decal Master Stack, the Fragment Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/base-color.md)]
+[!include[](snippets/shader-graph-blocks/alpha.md)]
+[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/normal-alpha.md)]
+[!include[](snippets/shader-graph-blocks/metallic.md)]
+[!include[](snippets/shader-graph-blocks/ambient-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/smoothness.md)]
+[!include[](snippets/shader-graph-blocks/maos-alpha.md)]
+[!include[](snippets/shader-graph-blocks/emission.md)]
+
+
+#### Relevant
+
+This Master Stack material type adds all its Fragment Blocks to the Fragment Context by default and has no extra relevant Blocks.
+
+## Graph Settings
+
+### Surface Options
+
+| **Setting** | **Description** |
+| ---------------------------- | ------------------------------------------------------------ |
+| **Affect BaseColor** | Indicates whether the decal shader affects the base color of materials it is projected or placed on. |
+| **Affect Normal** | Indicates whether the decal shader affects the normals of GameObjects it is projected or placed on. When enabled, the shader uses the **Normal** Block to override the receiving Material's normals. |
+| **Affect Metal** | Indicates whether the decal shader affects the metallic property of materials it is projected or placed on. When enabled, the shader uses the **Metallic** Block to override the receiving Material's metallic property. |
+| **Affect Ambient Occlusion** | Indicates whether the decal shader affects the ambient occlusion property of materials it is projected or placed on. When enabled, the shader uses the **Ambient Occlusion** Block to override the receiving Material's ambient occlusion. |
+| **Affect Smoothness** | Indicates whether the decal shader affects the smoothness property of materials it is projected or placed on. When enabled, the shader uses the **Smoothness** Block to override the receiving Material's smoothness property. |
+| **Affect Emissive** | Indicates whether the decal shader affects the emission property of materials it is projected or placed on. When enabled, the shader uses the **Emission** Block to override the receiving Material's emission property. Emissive Materials appear self-illuminated and act as a visible source of light. This property does not work with receiving Materials that are transparent. |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-eye.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-eye.md
new file mode 100644
index 00000000000..fc3e36013ad
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-eye.md
@@ -0,0 +1,148 @@
+# Eye
+
+The Eye Master Stack enables you to render custom physically-based eye materials in the High Definition Render Pipeline (HDRP). It models a two-layer material, in which the first layer describes the cornea and fluids on the surface, and the second layer describes the sclera and the iris, visible through the first layer. It supports various effects, such as cornea refraction, caustics, pupil dilation, limbal darkening, and subsurface scattering.
+
+
+
+## Creating an Eye Shader Graph
+
+To create an Eye material in Shader Graph, you can either:
+
+* Modify an existing Shader Graph.
+ 1. Open the Shader Graph in the Shader Editor.
+ 2. In **Graph Settings**, select the **HDRP** Target. If there isn't one, go to **Active Targets,** click the **Plus** button, and select **HDRP**.
+ 3. In the **Material** drop-down, select **Eye**.
+
+* Create a new Shader Graph.
+ 1. Go to **Assets > Create > Shader Graph > HDRP** and click **Eye Shader Graph**.
+
+## Contexts
+
+[!include[](snippets/master-stacks-contexts-intro.md)]
+
+### Vertex Context
+
+#### Default
+
+When you create a new Eye Master Stack, the Vertex Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/vertex-position.md)]
+[!include[](snippets/shader-graph-blocks/vertex-normal.md)]
+[!include[](snippets/shader-graph-blocks/vertex-tangent.md)]
+
+
+#### Relevant
+
+This Master Stack material type adds all its Vertex Blocks to the Vertex Context by default and has no extra relevant Blocks.
+
+### Fragment Context
+
+#### Default
+
+When you create a new Eye Master Stack, the Fragment Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/base-color.md)]
+[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/bent-normal.md)]
+[!include[](snippets/shader-graph-blocks/smoothness.md)]
+[!include[](snippets/shader-graph-blocks/ior.md)]
+[!include[](snippets/shader-graph-blocks/ambient-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/mask.md)]
+[!include[](snippets/shader-graph-blocks/emission.md)]
+[!include[](snippets/shader-graph-blocks/alpha.md)]
+
+
+#### Relevant
+
+Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add the following Blocks to the Fragment Context:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)]
+[!include[](snippets/shader-graph-blocks/baked-back-gi.md)]
+[!include[](snippets/shader-graph-blocks/baked-gi.md)]
+[!include[](snippets/shader-graph-blocks/depth-offset.md)]
+[!include[](snippets/shader-graph-blocks/diffusion-profile.md)]
+[!include[](snippets/shader-graph-blocks/iris-normal-object-space.md)]
+[!include[](snippets/shader-graph-blocks/iris-normal-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/iris-normal-world-space.md)]
+[!include[](snippets/shader-graph-blocks/normal-object-space.md)]
+[!include[](snippets/shader-graph-blocks/normal-world-space.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-screen-space-variance.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-threshold.md)]
+[!include[](snippets/shader-graph-blocks/specular-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/subsurface-mask.md)]
+
+
+## Graph Settings
+
+### Surface Options
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/surface-options/eye-material-type.md)]
+[!include[](snippets/shader-properties/surface-options/recursive-rendering.md)]
+[!include[](snippets/shader-properties/surface-options/surface-type.md)]
+[!include[](snippets/shader-properties/surface-options/rendering-pass.md)]
+[!include[](snippets/shader-properties/surface-options/blending-mode.md)]
+[!include[](snippets/shader-properties/surface-options/receive-fog.md)]
+[!include[](snippets/shader-properties/surface-options/depth-test.md)]
+[!include[](snippets/shader-properties/surface-options/depth-write.md)]
+[!include[](snippets/shader-properties/surface-options/cull-mode.md)]
+[!include[](snippets/shader-properties/surface-options/sorting-priority.md)]
+[!include[](snippets/shader-properties/surface-options/back-then-front-rendering.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-prepass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-postpass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-writes-motion-vectors.md)]
+[!include[](snippets/shader-properties/surface-options/preserve-specular-lighting.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-clipping.md)]
+[!include[](snippets/shader-properties/surface-options/use-shadow-threshold.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-to-mask.md)]
+[!include[](snippets/shader-properties/surface-options/double-sided-mode.md)]
+[!include[](snippets/shader-properties/surface-options/fragment-normal-space.md)]
+[!include[](snippets/shader-properties/surface-options/receive-decals.md)]
+[!include[](snippets/shader-properties/surface-options/receive-ssr.md)]
+[!include[](snippets/shader-properties/surface-options/receive-ssr-transparent.md)]
+[!include[](snippets/shader-properties/surface-options/geometric-specular-aa.md)]
+[!include[](snippets/shader-properties/surface-options/ss-depth-offset.md)]
+[!include[](snippets/shader-properties/surface-options/subsurface-scattering.md)]
+[!include[](snippets/shader-properties/surface-options/iris-normal.md)]
+
+
+### Advanced Options
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
+[!include[](snippets/shader-properties/advanced-options/override-baked-gi.md)]
+[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
+[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-fabric.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-fabric.md
new file mode 100644
index 00000000000..3252e987cf3
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-fabric.md
@@ -0,0 +1,153 @@
+# Fabric
+
+The Fabric Master Stack enables you to render various types of fabric in the High Definition Render Pipeline (HDRP). It uses either cotton wool or anisotropic silk as its base, and supports various additional effects such as [Subsurface Scattering](Subsurface-Scattering.md) to create realistic looking fabrics.
+
+
+
+## Creating a Fabric Shader Graph
+
+To create a Fabric material in Shader Graph, you can either:
+
+* Modify an existing Shader Graph.
+ 1. Open the Shader Graph in the Shader Editor.
+ 2. In **Graph Settings**, select the **HDRP** Target. If there isn't one, go to **Active Targets,** click the **Plus** button, and select **HDRP**.
+ 3. In the **Material** drop-down, select **Fabric**.
+
+* Create a new Shader Graph.
+ 1. Go to **Assets > Create > Shader Graph > HDRP** and click **Fabric Shader Graph**.
+
+## Contexts
+
+[!include[](snippets/master-stacks-contexts-intro.md)]
+
+### Vertex Context
+
+#### Default
+
+When you create a new Fabric Master Stack, the Vertex Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/vertex-position.md)]
+[!include[](snippets/shader-graph-blocks/vertex-normal.md)]
+[!include[](snippets/shader-graph-blocks/vertex-tangent.md)]
+
+
+#### Relevant
+
+This Master Stack material type adds all its Vertex Blocks to the Vertex Context by default and has no extra relevant Blocks.
+
+### Fragment Context
+
+#### Default
+
+When you create a new Fabric Master Stack, the Fragment Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/base-color.md)]
+[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/bent-normal.md)]
+[!include[](snippets/shader-graph-blocks/smoothness.md)]
+[!include[](snippets/shader-graph-blocks/ambient-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/specular-color.md)]
+[!include[](snippets/shader-graph-blocks/emission.md)]
+[!include[](snippets/shader-graph-blocks/alpha.md)]
+
+
+#### Relevant
+
+Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add the following Blocks to the Fragment Context:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)]
+[!include[](snippets/shader-graph-blocks/anisotropy.md)]
+[!include[](snippets/shader-graph-blocks/baked-back-gi.md)]
+[!include[](snippets/shader-graph-blocks/baked-gi.md)]
+[!include[](snippets/shader-graph-blocks/depth-offset.md)]
+[!include[](snippets/shader-graph-blocks/diffusion-profile.md)]
+[!include[](snippets/shader-graph-blocks/normal-object-space.md)]
+[!include[](snippets/shader-graph-blocks/normal-world-space.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-screen-space-variance.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-threshold.md)]
+[!include[](snippets/shader-graph-blocks/specular-color.md)]
+[!include[](snippets/shader-graph-blocks/specular-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/subsurface-mask.md)]
+[!include[](snippets/shader-graph-blocks/tangent-object-space.md)]
+[!include[](snippets/shader-graph-blocks/tangent-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/tangent-world-space.md)]
+[!include[](snippets/shader-graph-blocks/thickness.md)]
+
+
+## Graph Settings
+
+### Surface Options
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/surface-options/fabric-material-type.md)]
+[!include[](snippets/shader-properties/surface-options/surface-type.md)]
+[!include[](snippets/shader-properties/surface-options/rendering-pass.md)]
+[!include[](snippets/shader-properties/surface-options/blending-mode.md)]
+[!include[](snippets/shader-properties/surface-options/receive-fog.md)]
+[!include[](snippets/shader-properties/surface-options/depth-test.md)]
+[!include[](snippets/shader-properties/surface-options/depth-write.md)]
+[!include[](snippets/shader-properties/surface-options/cull-mode.md)]
+[!include[](snippets/shader-properties/surface-options/sorting-priority.md)]
+[!include[](snippets/shader-properties/surface-options/back-then-front-rendering.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-prepass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-postpass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-writes-motion-vectors.md)]
+[!include[](snippets/shader-properties/surface-options/preserve-specular-lighting.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-clipping.md)]
+[!include[](snippets/shader-properties/surface-options/use-shadow-threshold.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-to-mask.md)]
+[!include[](snippets/shader-properties/surface-options/double-sided-mode.md)]
+[!include[](snippets/shader-properties/surface-options/fragment-normal-space.md)]
+[!include[](snippets/shader-properties/surface-options/receive-decals.md)]
+[!include[](snippets/shader-properties/surface-options/receive-ssr.md)]
+[!include[](snippets/shader-properties/surface-options/receive-ssr-transparent.md)]
+[!include[](snippets/shader-properties/surface-options/geometric-specular-aa.md)]
+[!include[](snippets/shader-properties/surface-options/ss-depth-offset.md)]
+[!include[](snippets/shader-properties/surface-options/subsurface-scattering.md)]
+[!include[](snippets/shader-properties/surface-options/transmission.md)]
+
+
+### Advanced Options
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
+[!include[](snippets/shader-properties/advanced-options/override-baked-gi.md)]
+[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
+[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
+
+
+## Limitations
+
+[!include[](snippets/area-light-material-support-disclaimer.md)]
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hair.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hair.md
new file mode 100644
index 00000000000..aed484b3313
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hair.md
@@ -0,0 +1,147 @@
+# Hair
+
+The Hair Master Stack enables you to render hair and fur in the High Definition Render Pipeline (HDRP). To create a realistic looking hair effect, it uses layers called hair cards. Each hair card represents a different section of hair. If you use semi-transparent hair cards, you must manually sort them so that they are in back-to-front order from every viewing direction.
+
+
+
+## Creating a Hair Shader Graph
+
+To create a Hair material in Shader Graph, you can either:
+
+* Modify an existing Shader Graph.
+ 1. Open the Shader Graph in the Shader Editor.
+ 2. In **Graph Settings**, select the **HDRP** Target. If there isn't one, go to **Active Targets,** click the **Plus** button, and select **HDRP**.
+ 3. In the **Material** drop-down, select **Hair**.
+
+* Create a new Shader Graph.
+ 1. Go to **Assets > Create >Shader Graph > HDRP** and click **Hair Shader Graph**.
+
+## Contexts
+
+[!include[](snippets/master-stacks-contexts-intro.md)]
+
+### Vertex Context
+
+#### Default
+
+When you create a new Hair Master Stack, the Vertex Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/vertex-position.md)]
+[!include[](snippets/shader-graph-blocks/vertex-normal.md)]
+[!include[](snippets/shader-graph-blocks/vertex-tangent.md)]
+
+
+#### Relevant
+
+This Master Stack material type adds all its Vertex Blocks to the Vertex Context by default and has no extra relevant Blocks.
+
+### Fragment Context
+
+#### Default
+
+When you create a new Hair Master Stack, the Fragment Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/base-color.md)]
+[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/bent-normal.md)]
+[!include[](snippets/shader-graph-blocks/hair-strand-direction.md)]
+[!include[](snippets/shader-graph-blocks/transmittance.md)]
+[!include[](snippets/shader-graph-blocks/rim-transmission-intensity.md)]
+[!include[](snippets/shader-graph-blocks/smoothness.md)]
+[!include[](snippets/shader-graph-blocks/ambient-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/alpha.md)]
+[!include[](snippets/shader-graph-blocks/specular-tint.md)]
+[!include[](snippets/shader-graph-blocks/specular-shift.md)]
+[!include[](snippets/shader-graph-blocks/secondary-specular-tint.md)]
+[!include[](snippets/shader-graph-blocks/secondary-specular-shift.md)]
+[!include[](snippets/shader-graph-blocks/emission.md)]
+
+
+#### Relevant
+
+Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add the following locks to the Fragment Context:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)]
+[!include[](snippets/shader-graph-blocks/baked-back-gi.md)]
+[!include[](snippets/shader-graph-blocks/baked-gi.md)]
+[!include[](snippets/shader-graph-blocks/depth-offset.md)]
+[!include[](snippets/shader-graph-blocks/normal-object-space.md)]
+[!include[](snippets/shader-graph-blocks/normal-world-space.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-screen-space-variance.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-threshold.md)]
+[!include[](snippets/shader-graph-blocks/specular-occlusion.md)]
+
+
+## Graph Settings
+
+### Surface Options
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/surface-options/surface-type.md)]
+[!include[](snippets/shader-properties/surface-options/rendering-pass.md)]
+[!include[](snippets/shader-properties/surface-options/blending-mode.md)]
+[!include[](snippets/shader-properties/surface-options/receive-fog.md)]
+[!include[](snippets/shader-properties/surface-options/depth-test.md)]
+[!include[](snippets/shader-properties/surface-options/depth-write.md)]
+[!include[](snippets/shader-properties/surface-options/cull-mode.md)]
+[!include[](snippets/shader-properties/surface-options/sorting-priority.md)]
+[!include[](snippets/shader-properties/surface-options/back-then-front-rendering.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-prepass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-postpass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-writes-motion-vectors.md)]
+[!include[](snippets/shader-properties/surface-options/preserve-specular-lighting.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-clipping.md)]
+[!include[](snippets/shader-properties/surface-options/use-shadow-threshold.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-to-mask.md)]
+[!include[](snippets/shader-properties/surface-options/double-sided-mode.md)]
+[!include[](snippets/shader-properties/surface-options/fragment-normal-space.md)]
+[!include[](snippets/shader-properties/surface-options/receive-decals.md)]
+[!include[](snippets/shader-properties/surface-options/receive-ssr.md)]
+[!include[](snippets/shader-properties/surface-options/receive-ssr-transparent.md)]
+[!include[](snippets/shader-properties/surface-options/geometric-specular-aa.md)]
+[!include[](snippets/shader-properties/surface-options/ss-depth-offset.md)]
+
+
+### Advanced Options
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
+[!include[](snippets/shader-properties/advanced-options/override-baked-gi.md)]
+[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
+[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
+[!include[](snippets/shader-properties/advanced-options/use-light-facing-normal.md)]
+
+
+## Limitations
+
+[!include[](snippets/area-light-material-support-disclaimer.md)]
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hdrp.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hdrp.md
new file mode 100644
index 00000000000..e4d1b30d8d1
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hdrp.md
@@ -0,0 +1,17 @@
+# Master Stacks in HDRP
+
+Shader Graphs in the High Definition Render Pipelines (HDRP) have an HDRP-specific section in the [Graph Settings menu](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Graph-Settings-Menu.html). In the **HDRP** section, you can edit settings relevant for building the final HDRP shader. The **Material** property specifies the type of shader to build, and the settings available in the Graph Settings menu change depending on the option you select. When the available settings change, Shader Graph adds relevant [Blocks](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Block-Node.html) to the [Contexts](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Master-Stack.html%23contexts) in the graph.
+
+This documentation begins with an introduction to the Shader Graph Contexts and Blocks available in HDRP:
+
+* [Contexts and Blocks](ss-contexts-and-blocks.md)
+
+It then describes the HDRP-specific material types you can create with Shader Graph. Each material type page contains information on which settings the material type adds to the Graph Settings menu, and which Blocks the material type adds to the Master Stack by default. The list of material type pages is as follows:
+
+* [Decal Master Stack](master-stack-decal.md)
+* [Eye Master Stack](master-stack-eye.md)
+* [Fabric Master Stack](master-stack-fabric.md)
+* [Hair Master Stack](master-stack-hair.md)
+* [Lit Master Stack](master-stack-lit.md)
+* [StackLit Master Stack](master-stack-stacklit.md)
+* [Unlit Master Stack](master-stack-unlit.md)
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-lit.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-lit.md
new file mode 100644
index 00000000000..a59ba3c8202
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-lit.md
@@ -0,0 +1,174 @@
+# Lit
+
+The Lit Master Stack enables you to render custom physically-based materials in the High Definition Render Pipeline (HDRP). It supports various effects, such as subsurface scattering, anisotropy, iridescence, specular color and translucency.
+
+
+
+## Creating a Lit Shader Graph
+
+To create a Lit material in Shader Graph, you can either:
+
+* Modify an existing Shader Graph.
+ 1. Open the Shader Graph in the Shader Editor.
+ 2. In **Graph Settings**, select the **HDRP** Target. If there isn't one, go to **Active Targets,** click the **Plus** button, and select **HDRP**.
+ 3. In the **Material** drop-down, select **Lit**.
+
+* Create a new Shader Graph.
+ 1. Go to **Assets > Create >Shader Graph > HDRP** and click **Lit Shader Graph**.
+
+## Contexts
+
+[!include[](snippets/master-stacks-contexts-intro.md)]
+
+### Vertex Context
+
+#### Default
+
+When you create a new Lit Master Stack, the Vertex Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/vertex-position.md)]
+[!include[](snippets/shader-graph-blocks/vertex-normal.md)]
+[!include[](snippets/shader-graph-blocks/vertex-tangent.md)]
+
+
+#### Relevant
+
+This Master Stack material type adds all its Vertex Blocks to the Vertex Context by default and has no extra relevant Blocks.
+
+### Fragment Context
+
+#### Default
+
+When you create a new Lit Master Stack, the Fragment Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/base-color.md)]
+[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/bent-normal.md)]
+[!include[](snippets/shader-graph-blocks/metallic.md)]
+[!include[](snippets/shader-graph-blocks/emission.md)]
+[!include[](snippets/shader-graph-blocks/smoothness.md)]
+[!include[](snippets/shader-graph-blocks/ambient-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/alpha.md)]
+
+
+#### Relevant
+
+Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add the following Blocks to the Fragment Context:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)]
+[!include[](snippets/shader-graph-blocks/anisotropy.md)]
+[!include[](snippets/shader-graph-blocks/baked-back-gi.md)]
+[!include[](snippets/shader-graph-blocks/baked-gi.md)]
+[!include[](snippets/shader-graph-blocks/coat-mask.md)]
+[!include[](snippets/shader-graph-blocks/depth-offset.md)]
+[!include[](snippets/shader-graph-blocks/diffusion-profile.md)]
+[!include[](snippets/shader-graph-blocks/distortion.md)]
+[!include[](snippets/shader-graph-blocks/distortion-blur.md)]
+[!include[](snippets/shader-graph-blocks/iridescence-mask.md)]
+[!include[](snippets/shader-graph-blocks/iridescence-thickness.md)]
+[!include[](snippets/shader-graph-blocks/normal-object-space.md)]
+[!include[](snippets/shader-graph-blocks/normal-world-space.md)]
+[!include[](snippets/shader-graph-blocks/refraction-index.md)]
+[!include[](snippets/shader-graph-blocks/refraction-color.md)]
+[!include[](snippets/shader-graph-blocks/refraction-distance.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-screen-space-variance.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-threshold.md)]
+[!include[](snippets/shader-graph-blocks/specular-color.md)]
+[!include[](snippets/shader-graph-blocks/specular-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/subsurface-mask.md)]
+[!include[](snippets/shader-graph-blocks/tangent-object-space.md)]
+[!include[](snippets/shader-graph-blocks/tangent-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/tangent-world-space.md)]
+[!include[](snippets/shader-graph-blocks/thickness.md)]
+
+
+## Graph Settings
+
+### Surface Options
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/surface-options/material-type.md)]
+[!include[](snippets/shader-properties/surface-options/recursive-rendering.md)]
+[!include[](snippets/shader-properties/surface-options/surface-type.md)]
+[!include[](snippets/shader-properties/surface-options/rendering-pass.md)]
+[!include[](snippets/shader-properties/surface-options/blending-mode.md)]
+[!include[](snippets/shader-properties/surface-options/receive-fog.md)]
+[!include[](snippets/shader-properties/surface-options/depth-test.md)]
+[!include[](snippets/shader-properties/surface-options/depth-write.md)]
+[!include[](snippets/shader-properties/surface-options/cull-mode.md)]
+[!include[](snippets/shader-properties/surface-options/sorting-priority.md)]
+[!include[](snippets/shader-properties/surface-options/back-then-front-rendering.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-prepass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-postpass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-writes-motion-vectors.md)]
+[!include[](snippets/shader-properties/surface-options/preserve-specular-lighting.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-clipping.md)]
+[!include[](snippets/shader-properties/surface-options/use-shadow-threshold.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-to-mask.md)]
+[!include[](snippets/shader-properties/surface-options/double-sided-mode.md)]
+[!include[](snippets/shader-properties/surface-options/fragment-normal-space.md)]
+[!include[](snippets/shader-properties/surface-options/receive-decals.md)]
+[!include[](snippets/shader-properties/surface-options/receive-ssr.md)]
+[!include[](snippets/shader-properties/surface-options/receive-ssr-transparent.md)]
+[!include[](snippets/shader-properties/surface-options/geometric-specular-aa.md)]
+[!include[](snippets/shader-properties/surface-options/ss-depth-offset.md)]
+[!include[](snippets/shader-properties/surface-options/clear-coat.md)]
+[!include[](snippets/shader-properties/surface-options/transmission.md)]
+[!include[](snippets/shader-properties/transparency-inputs/refraction-model.md)]
+[!include[](snippets/shader-properties/surface-options/energy-conserving-specular-color.md)]
+
+
+### Distortion
+
+This set of settings only appears if you set **Surface Type** to **Transparent**.
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/distortion/distortion.md)]
+[!include[](snippets/shader-properties/distortion/distortion-blend-mode.md)]
+[!include[](snippets/shader-properties/distortion/distortion-depth-test.md)]
+
+
+### Advanced Options
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
+[!include[](snippets/shader-properties/advanced-options/override-baked-gi.md)]
+[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
+[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-stacklit.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-stacklit.md
new file mode 100644
index 00000000000..f604ce8b3f9
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-stacklit.md
@@ -0,0 +1,192 @@
+# StackLit
+
+The StackLit Master Stack can render materials that are more complex than the [Lit Master Stack](master-stack-lit.md). It includes all the features available in the Lit shader and, in some cases, provides more advanced or higher quality versions. For example, it uses a more advanced form of specular occlusion and also calculates anisotropic reflections for area lights in the same way the Lit shader does for other light types. It also takes into account light interactions between two vertically stacked physical layers, along with a more complex looking general base layer.
+
+
+
+## Creating a StackLit Shader Graph
+
+To create a StackLit material in Shader Graph, you can either:
+
+* Modify an existing Shader Graph.
+ 1. Open the Shader Graph in the Shader Editor.
+ 2. In **Graph Settings**, select the **HDRP** Target. If there isn't one, go to **Active Targets,** click the **Plus** button, and select **HDRP**.
+ 3. In the **Material** drop-down, select **StackLit**.
+
+* Create a new Shader Graph.
+ 1. Go to **Assets > Create >Shader Graph > HDRP** and click **StackLit Shader Graph**.
+
+## Contexts
+
+[!include[](snippets/master-stacks-contexts-intro.md)]
+
+### Vertex Context
+
+#### Default
+
+When you create a new Hair Master Stack, the Vertex Context contains the following Blocks by default:
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/vertex-position.md)]
+[!include[](snippets/shader-graph-blocks/vertex-normal.md)]
+[!include[](snippets/shader-graph-blocks/vertex-tangent.md)]
+
+
+#### Relevant
+
+This Master Stack material type adds all its Vertex Blocks to the Vertex Context by default and has no extra relevant Blocks.
+
+### Fragment Context
+
+#### Default
+
+When you create a new Hair Master Stack, the Fragment Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/base-color.md)]
+[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/bent-normal.md)]
+[!include[](snippets/shader-graph-blocks/tangent-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/metallic.md)]
+[!include[](snippets/shader-graph-blocks/dielectric-ior.md)]
+[!include[](snippets/shader-graph-blocks/smoothness.md)]
+[!include[](snippets/shader-graph-blocks/emission.md)]
+[!include[](snippets/shader-graph-blocks/ambient-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/alpha.md)]
+
+
+#### Relevant
+
+Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add the following Blocks to the Fragment Context:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)]
+[!include[](snippets/shader-graph-blocks/anisotropy.md)]
+[!include[](snippets/shader-graph-blocks/baked-back-gi.md)]
+[!include[](snippets/shader-graph-blocks/baked-gi.md)]
+[!include[](snippets/shader-graph-blocks/coat-extinction.md)]
+[!include[](snippets/shader-graph-blocks/coat-ior.md)]
+[!include[](snippets/shader-graph-blocks/coat-smoothness.md)]
+[!include[](snippets/shader-graph-blocks/coat-thickness.md)]
+[!include[](snippets/shader-graph-blocks/coat-mask.md)]
+[!include[](snippets/shader-graph-blocks/coat-normal-object-space.md)]
+[!include[](snippets/shader-graph-blocks/coat-normal-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/coat-normal-world-space.md)]
+[!include[](snippets/shader-graph-blocks/depth-offset.md)]
+[!include[](snippets/shader-graph-blocks/diffusion-profile.md)]
+[!include[](snippets/shader-graph-blocks/iridescence-coat-fixup-tir.md)]
+[!include[](snippets/shader-graph-blocks/iridescence-coat-fixup-tir-clamp.md)]
+[!include[](snippets/shader-graph-blocks/iridescence-thickness.md)]
+[!include[](snippets/shader-graph-blocks/iridescence-mask.md)]
+[!include[](snippets/shader-graph-blocks/haze-extents.md)]
+[!include[](snippets/shader-graph-blocks/haziness.md)]
+[!include[](snippets/shader-graph-blocks/hazy-gloss-max-dielectric-f0.md)]
+[!include[](snippets/shader-graph-blocks/lobe-mix.md)]
+[!include[](snippets/shader-graph-blocks/normal-object-space.md)]
+[!include[](snippets/shader-graph-blocks/normal-world-space.md)]
+[!include[](snippets/shader-graph-blocks/smoothness-b.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-screen-space-variance.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-threshold.md)]
+[!include[](snippets/shader-graph-blocks/specular-color.md)]
+[!include[](snippets/shader-graph-blocks/specular-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/subsurface-mask.md)]
+[!include[](snippets/shader-graph-blocks/tangent-object-space.md)]
+[!include[](snippets/shader-graph-blocks/tangent-world-space.md)]
+[!include[](snippets/shader-graph-blocks/thickness.md)]
+
+
+## Graph Settings
+
+### Surface Options
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/surface-options/surface-type.md)]
+[!include[](snippets/shader-properties/surface-options/rendering-pass.md)]
+[!include[](snippets/shader-properties/surface-options/blending-mode.md)]
+[!include[](snippets/shader-properties/surface-options/receive-fog.md)]
+[!include[](snippets/shader-properties/surface-options/depth-test.md)]
+[!include[](snippets/shader-properties/surface-options/depth-write.md)]
+[!include[](snippets/shader-properties/surface-options/cull-mode.md)]
+[!include[](snippets/shader-properties/surface-options/sorting-priority.md)]
+[!include[](snippets/shader-properties/surface-options/back-then-front-rendering.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-prepass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-postpass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-writes-motion-vectors.md)]
+[!include[](snippets/shader-properties/surface-options/preserve-specular-lighting.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-clipping.md)]
+[!include[](snippets/shader-properties/surface-options/use-shadow-threshold.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-to-mask.md)]
+[!include[](snippets/shader-properties/surface-options/double-sided-mode.md)]
+[!include[](snippets/shader-properties/surface-options/fragment-normal-space.md)]
+[!include[](snippets/shader-properties/surface-options/receive-decals.md)]
+[!include[](snippets/shader-properties/surface-options/receive-ssr.md)]
+[!include[](snippets/shader-properties/surface-options/receive-ssr-transparent.md)]
+[!include[](snippets/shader-properties/surface-options/geometric-specular-aa.md)]
+[!include[](snippets/shader-properties/surface-options/ss-depth-offset.md)]
+[!include[](snippets/shader-properties/surface-options/base-color-parametrization.md)]
+[!include[](snippets/shader-properties/surface-options/energy-conserving-specular.md)]
+[!include[](snippets/shader-properties/surface-options/anisotropy.md)]
+[!include[](snippets/shader-properties/surface-options/coat.md)]
+[!include[](snippets/shader-properties/surface-options/coat-normal.md)]
+[!include[](snippets/shader-properties/surface-options/dual-specular-lobe.md)]
+[!include[](snippets/shader-properties/surface-options/dual-specular-lobe-parametrization.md)]
+[!include[](snippets/shader-properties/surface-options/cap-haziness-for-non-metallic.md)]
+[!include[](snippets/shader-properties/surface-options/iridescence.md)]
+[!include[](snippets/shader-properties/surface-options/transmission.md)]
+[!include[](snippets/shader-properties/surface-options/specular-occlusion-mode-stacklit.md)]
+[!include[](snippets/shader-properties/surface-options/anisotropy-for-area-lights.md)]
+[!include[](snippets/shader-properties/surface-options/base-layer-uses-refracted-angles.md)]
+[!include[](snippets/shader-properties/surface-options/recompute-stack-and-iridescence.md
+[!include[](snippets/shader-properties/surface-options/honor-per-light-max-smoothness.md
+
+
+### Distortion
+
+This set of settings only appears if you set **Surface Type** to **Transparent**.
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/distortion/distortion.md)]
+[!include[](snippets/shader-properties/distortion/distortion-blend-mode.md)]
+[!include[](snippets/shader-properties/distortion/distortion-depth-test.md)]
+
+
+### Advanced Options
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
+[!include[](snippets/shader-properties/advanced-options/override-baked-gi.md)]
+[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
+[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-unlit.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-unlit.md
new file mode 100644
index 00000000000..66a7702a978
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-unlit.md
@@ -0,0 +1,141 @@
+# Unlit
+
+The Unlit Master Stack lets you create shaders that are not affected by lighting.
+
+
+
+
+
+## Creating an Unlit Shader Graph
+
+To create an Unlit material in Shader Graph, you can either:
+
+* Modify an existing Shader Graph.
+
+ 1. Open the Shader Graph in the Shader Editor.
+ 2. In **Graph Settings**, select the **HDRP** Target. If there isn't one, go to **Active Targets,** click the **Plus** button and select **HDRP**.
+ 3. In the **Material** drop-down, select **Unlit**.
+
+* Create a new Shader Graph.
+
+ 1. Go to **Assets > Create >Shader Graph > HDRP** and click **Unlit Shader Graph**.
+
+## Contexts
+
+[!include[](snippets/master-stacks-contexts-intro.md)]
+
+### Vertex Context
+
+#### Default
+
+When you create a new Unlit Master Stack, the Vertex Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/vertex-position.md)]
+[!include[](snippets/shader-graph-blocks/vertex-normal.md)]
+[!include[](snippets/shader-graph-blocks/vertex-tangent.md)]
+
+
+#### Relevant
+
+This Master Stack material type adds all its Vertex Blocks to the Vertex Context by default and has no extra relevant Blocks.
+
+### Fragment Context
+
+#### Default
+
+When you create a new Unlit Master Stack, the Fragment Context contains the following Blocks by default:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/base-color.md)]
+[!include[](snippets/shader-graph-blocks/emission.md)]
+[!include[](snippets/shader-graph-blocks/alpha.md)]
+
+
+#### Relevant
+
+Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add the following Blocks to the Fragment Context:
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)]
+[!include[](snippets/shader-graph-blocks/depth-offset.md)]
+[!include[](snippets/shader-graph-blocks/distortion.md)]
+[!include[](snippets/shader-graph-blocks/distortion-blur.md)]
+[!include[](snippets/shader-graph-blocks/shadow-tint.md)]
+
+
+## Graph Settings
+
+### Surface Options
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/surface-options/surface-type.md)]
+[!include[](snippets/shader-properties/surface-options/rendering-pass.md)]
+[!include[](snippets/shader-properties/surface-options/blending-mode.md)]
+[!include[](snippets/shader-properties/surface-options/receive-fog.md)]
+[!include[](snippets/shader-properties/surface-options/depth-test.md)]
+[!include[](snippets/shader-properties/surface-options/depth-write.md)]
+[!include[](snippets/shader-properties/surface-options/cull-mode.md)]
+[!include[](snippets/shader-properties/surface-options/sorting-priority.md)]
+[!include[](snippets/shader-properties/surface-options/back-then-front-rendering.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-prepass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-depth-postpass.md)]
+[!include[](snippets/shader-properties/surface-options/transparent-writes-motion-vectors.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-clipping.md)]
+[!include[](snippets/shader-properties/surface-options/use-shadow-threshold.md)]
+[!include[](snippets/shader-properties/surface-options/alpha-to-mask.md)]
+[!include[](snippets/shader-properties/surface-options/double-sided.md)]
+[!include[](snippets/shader-properties/surface-options/ss-depth-offset.md)]
+[!include[](snippets/shader-properties/surface-options/shadow-matte.md)]
+
+
+### Distortion
+
+This set of settings only appears if you set **Surface Type** to **Transparent**.
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/distortion/distortion.md)]
+[!include[](snippets/shader-properties/distortion/distortion-blend-mode.md)]
+[!include[](snippets/shader-properties/distortion/distortion-depth-test.md)]
+[!include[](snippets/shader-properties/distortion/distortion-only.md)]
+
+
+### Advanced Options
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
+[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/silk-shader.md b/com.unity.render-pipelines.high-definition/Documentation~/silk-shader.md
index fc4d3656cc6..23580138b14 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/silk-shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/silk-shader.md
@@ -4,7 +4,7 @@ The Silk shader is your starting point for rendering anisotropic fabrics in the
In general, silk and other synthetic fibers are smoother because they are produced as a single smooth filament. When this is weaved, it produces a fabric with anisotropic specular highlights.

-Under the hood, the Silk shader is a pre-configured Shader Graph. To learn more about the Silk shader implementation, or to create your own Silk shader variant, see the Shader Graph documentation about the [Fabric Master Node](Master-Node-Fabric.md).
+Under the hood, the Silk shader is a pre-configured Shader Graph. To learn more about the Silk shader implementation, or to create your own Silk shader variant, see the Shader Graph documentation about the [Fabric Master Stack](master-stack-fabric.md).
## Importing the Silk Fabric Sample
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/area-light-material-support-disclaimer.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/area-light-material-support-disclaimer.md
index 4b650ce817d..94911b3da61 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/snippets/area-light-material-support-disclaimer.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/area-light-material-support-disclaimer.md
@@ -3,5 +3,5 @@ Area [Lights](../Light-Component.md) do not currently support Fabric or Hair Mat
* [Cotton/Wool Shader](../cotton-wool-shader.md)
* [Silk Shader](../silk-shader.md)
* [Hair Shader](../hair-shader.md)
-* [Fabric Master Stack](../Master-Node-Fabric.md)
-* [Hair Master Stack](../Master-Node-Hair.md)
+* [Fabric Master Stack](../master-stack-fabric.md)
+* [Hair Master Stack](../master-stack-hair.md)
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/master-stacks-contexts-intro.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/master-stacks-contexts-intro.md
new file mode 100644
index 00000000000..9530a74c3ba
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/master-stacks-contexts-intro.md
@@ -0,0 +1,3 @@
+This Master Stack material type has its own set of Graph Settings. Because of the relationship between settings and Blocks, this has consequences on which Blocks are relevant to the Graph. This section contains information on the Blocks this Master Stack material type adds by default, and which Blocks set properties for this Master Stack material type's Graph Settings.
+
+For more information about the relationship between Graph Settings and Blocks, see [Contexts and Blocks](../ss-contexts-and-blocks.md).
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md
new file mode 100644
index 00000000000..53b1357b882
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md
@@ -0,0 +1,6 @@
+
+**Alpha Clip Threshold Depth Postpass** |
+The alpha value limit that HDRP uses for the transparent depth postpass. If the alpha value of the pixel is equal to or higher than this limit, HDRP renders the pixel. If the value is lower than the limit, HDRP does not render the pixel. The default value is 0.5. |
+• **Alpha Clipping** enabled • **Transparent Depth Postpass** enabled |
+0.5 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md
new file mode 100644
index 00000000000..117a920c7a1
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md
@@ -0,0 +1,6 @@
+
+**Alpha Clip Threshold Depth Prepass** |
+The alpha value limit that HDRP uses for the transparent depth prepass. If the alpha value of the pixel is equal to or higher than this limit, HDRP renders the pixel. If the value is lower than the limit, HDRP does not render the pixel. The default value is 0.5. |
+• **Alpha Clipping** enabled • **Transparent Depth Prepass** enabled |
+0.5 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md
new file mode 100644
index 00000000000..231fc80ef6a
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md
@@ -0,0 +1,6 @@
+
+**Alpha Clip Threshold Shadow** |
+The alpha value limit that HDRP uses to determine whether it should render shadows for a pixel. If the alpha value of the pixel is equal to or higher than this limit, HDRP renders the pixel. If the value is lower than the limit, HDRP does not render the pixel. The default value is 0.5. |
+• **Use Shadow Threshold** enabled |
+0.5 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold.md
new file mode 100644
index 00000000000..1f0dc306deb
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha-clip-threshold.md
@@ -0,0 +1,6 @@
+
+**Alpha Clip Threshold** |
+The alpha value limit that HDRP uses to determine whether to render each pixel. If the alpha value of the pixel is equal to or higher than the limit, HDRP renders the pixel. If the value is lower than the limit, HDRP does not render the pixel. The default value is 0.5. |
+• **Alpha Clipping** enabled |
+0.5 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha.md
new file mode 100644
index 00000000000..0a4b0bf6cb1
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/alpha.md
@@ -0,0 +1,6 @@
+
+**Alpha** |
+The Material's alpha value. This determines how transparent the material is. The expected range is 0 - 1. |
+None |
+1.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/ambient-occlusion.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/ambient-occlusion.md
new file mode 100644
index 00000000000..70471243e4d
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/ambient-occlusion.md
@@ -0,0 +1,6 @@
+
+**Ambient Occlusion** |
+The material's ambient occlusion. This approximates occlusion for a fragment on a GameObject’s surface that has been cast by details present in the Material but not the mesh geometry. A value of 0 means the fragment is completely occluded and appears black. A value of 1 means the fragment is not occluded at all, and the ambient color does not change. |
+None |
+1.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/anisotropy-b.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/anisotropy-b.md
new file mode 100644
index 00000000000..588bcdfe58d
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/anisotropy-b.md
@@ -0,0 +1,6 @@
+
+**Anisotropy B** |
+The direction of the anisotropy effect for the secondary lobe. Negative values make the effect vertical, and positive values make the effect horizontal. |
+• **Anisotropy** enabled • **Dual Specular lobe** enabled |
+1.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/anisotropy.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/anisotropy.md
new file mode 100644
index 00000000000..9eb2c32155d
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/anisotropy.md
@@ -0,0 +1,6 @@
+
+**Anisotropy** |
+The direction of the anisotropy effect. Negative values make the effect vertical, and positive values make the effect horizontal. |
+• **Anisotropy** enabled |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/baked-back-gi.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/baked-back-gi.md
new file mode 100644
index 00000000000..e6c6c847008
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/baked-back-gi.md
@@ -0,0 +1,6 @@
+
+**Baked Back GI** |
+The global illumination (GI) value to apply to the back [face](../../Glossary.md#face) of the Mesh only. This replaces the built-in diffuse GI solution. This port only appears when you enable the **Override Baked GI** setting. |
+• **Override Baked GI** enabled |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/baked-gi.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/baked-gi.md
new file mode 100644
index 00000000000..678c0d242e0
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/baked-gi.md
@@ -0,0 +1,6 @@
+
+**Baked GI** |
+The global illumination (GI) value to apply to the front [face](../../Glossary.md#face) of the Mesh only. This replaces the built-in diffuse GI solution. |
+• **Override Baked GI** enabled |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/base-color.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/base-color.md
new file mode 100644
index 00000000000..12817ff884a
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/base-color.md
@@ -0,0 +1,6 @@
+
+**Base Color** |
+The base color of the material. |
+None |
+Color.grey |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/bent-normal.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/bent-normal.md
new file mode 100644
index 00000000000..52071ae96bb
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/bent-normal.md
@@ -0,0 +1,6 @@
+
+**Bent Normal** |
+The bent normal of the fragment. HDRP uses bent normal maps to simulate more accurate ambient occlusion. Bent normals only work with diffuse lighting. |
+• **Material** set to **Eye**, **Fabric**, **Hair**, **Lit**, or **StackLit** |
+CoordinateSpace.Tangent |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-extinction.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-extinction.md
new file mode 100644
index 00000000000..55342b43349
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-extinction.md
@@ -0,0 +1,6 @@
+
+**Coat Extinction** |
+The HDR color that determines which color the coat absorbs the most. This property works with **Coat Thickness** to calculate an absorption coefficient. |
+• **Material** set to **StackLit** • **Coat** enabled |
+Color.white |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-ior.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-ior.md
new file mode 100644
index 00000000000..9e527179472
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-ior.md
@@ -0,0 +1,6 @@
+
+**Coat IOR** |
+The index of refraction to use for the coating layer. |
+• **Material** set to **StackLit** • **Coat** enabled |
+1.4 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-mask.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-mask.md
new file mode 100644
index 00000000000..c7dbb944dce
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-mask.md
@@ -0,0 +1,6 @@
+
+**Coat Mask** |
+The mask that simulates a clear coat effect on the Material to mimic materials like car paint or plastics. |
+• **Material** set to **StackLit** • **Coat** enabled |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-normal-object-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-normal-object-space.md
new file mode 100644
index 00000000000..ca212095178
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-normal-object-space.md
@@ -0,0 +1,6 @@
+
+**Coat Normal Object Space** |
+The normal, in object space, for the coat. |
+• **Material** set to **StackLit** • **Coat** enabled • **Coat Normal** enabled • **Fragment Normal Space** set to **Object** |
+CoordinateSpace.Object |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-normal-tangent-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-normal-tangent-space.md
new file mode 100644
index 00000000000..87cd22bde74
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-normal-tangent-space.md
@@ -0,0 +1,6 @@
+
+**Coat Normal Tangent Space** |
+The normal, in tangent space, for the coat. |
+• **Material** set to **StackLit** • **Coat** enabled • **Coat Normal** enabled • **Fragment Normal Space** set to **Tangent** |
+CoordinateSpace.Tangent |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-normal-world-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-normal-world-space.md
new file mode 100644
index 00000000000..99d42086795
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-normal-world-space.md
@@ -0,0 +1,6 @@
+
+**Coat Normal World Space** |
+The normal, in world space, for the coat. |
+• **Material** set to **StackLit** • **Coat** enabled • **Coat Normal** enabled • **Fragment Normal Space** set to **World** |
+CoordinateSpace.World |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-smoothness.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-smoothness.md
new file mode 100644
index 00000000000..8c3656f95db
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-smoothness.md
@@ -0,0 +1,6 @@
+
+**Coat Smoothness** |
+The smoothness of the coat's specular lobe. The coat has no diffuse component, but this property affects the base layer's diffuse color. Decreasing this value also makes the base layer seem less smooth. |
+• **Material** set to **StackLit** • **Coat** enabled |
+1.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-thickness.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-thickness.md
new file mode 100644
index 00000000000..df19a021aa0
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/coat-thickness.md
@@ -0,0 +1,6 @@
+
+**Coat Thickness** |
+The intensity of the coat's absorption effect. This property works with **Coat Extinction** to calculate an absorption coefficient. A value of 0 produces no absorption and a value of 1 produces full absorption. |
+• **Material** set to **StackLit** • **Coat** enabled |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/depth-offset.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/depth-offset.md
new file mode 100644
index 00000000000..ba1c91b84e7
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/depth-offset.md
@@ -0,0 +1,6 @@
+
+**Depth Offset** |
+The value that the Shader uses to increase the depth of the fragment by. This Block requires you to input the result of the [Parallax Occlusion Mapping](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest?subfolder=/manual/Parallax-Occlusion-Mapping-Node.html) Node to produce a realistic result. |
+• **Depth Offset** enabled |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/dielectric-ior.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/dielectric-ior.md
new file mode 100644
index 00000000000..c3bcf217a4f
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/dielectric-ior.md
@@ -0,0 +1,6 @@
+
+**Dielectric IOR** |
+The index of refraction that determines the specular color of the material when the metallic value is 0. |
+• **Material** set to **StackLit** • **Base Color Parametrization** set to **Base Metallic** |
+1.5 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/diffusion-profile.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/diffusion-profile.md
new file mode 100644
index 00000000000..6e0fab73a1b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/diffusion-profile.md
@@ -0,0 +1,6 @@
+
+**Diffusion Profile** |
+The [Diffusion Profile](../../Diffusion-Profile.md) to use for subsurface scattering and transmission. |
+• **Material Type** set to **Subsurface Scattering** or **Translucent** |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/distortion-blur.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/distortion-blur.md
new file mode 100644
index 00000000000..0c6235e7e32
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/distortion-blur.md
@@ -0,0 +1,6 @@
+
+**Distortion Blur** |
+The blur intensity of the distortion effect. |
+• **Distortion** enabled |
+1.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/distortion.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/distortion.md
new file mode 100644
index 00000000000..7507ea77a9a
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/distortion.md
@@ -0,0 +1,6 @@
+
+**Distortion** |
+The per-direction amount that HDRP distorts light that passes through the material. |
+• **Distortion** enabled |
+Vector2(0, 0) |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/emission.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/emission.md
new file mode 100644
index 00000000000..738ab8c5a3a
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/emission.md
@@ -0,0 +1,6 @@
+
+**Emission** |
+The color of light to emit from this material's surface. Emissive materials appear as a source of light in your scene. |
+None |
+Color.black |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/hair-strand-direction.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/hair-strand-direction.md
new file mode 100644
index 00000000000..09c8ccfde01
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/hair-strand-direction.md
@@ -0,0 +1,6 @@
+
+**Hair Strand Direction** |
+The direction that hair flows, from root to tip, when modelling with hair cards. |
+• **Material** set to **Hair** |
+Vector3(0, -1, 0) |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/haze-extent.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/haze-extent.md
new file mode 100644
index 00000000000..bea1c43b895
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/haze-extent.md
@@ -0,0 +1,6 @@
+
+**Haze Extent** |
+The range of the haze or halo effect around the central specular highlight. |
+• **Material** set to **StackLit** • **Duel Specular Lobe Parametrization** set to **Hazy Gloss** |
+3.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/haziness.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/haziness.md
new file mode 100644
index 00000000000..d1fac5a1c61
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/haziness.md
@@ -0,0 +1,6 @@
+
+**Haziness** |
+The intensity of the haze or halo effect. A value of 0 produces no haziness. A value of 1 produces the full haze effect. |
+• **Material** set to **StackLit** • **Duel Specular Lobe Parametrization** set to **Hazy Gloss** |
+0.2 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/hazy-gloss-max-dielectric-f0.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/hazy-gloss-max-dielectric-f0.md
new file mode 100644
index 00000000000..181ffb3888e
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/hazy-gloss-max-dielectric-f0.md
@@ -0,0 +1,6 @@
+
+**Hazy Gloss Max Dielectric F0** |
+The maximum intensity the specular highlight can be when **Metallic** is 0. As the metallic value increases, the maximum intensity relaxes towards 1. |
+• **Material** set to **StackLit** • **Base Color Parametrization** set to **Base Metallic** • **Duel Specular Lobe Parametrization** set to **Hazy Gloss** |
+0.25 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/ior.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/ior.md
new file mode 100644
index 00000000000..5f301d73c30
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/ior.md
@@ -0,0 +1,6 @@
+
+**IOR** |
+The index of refraction for this Material. The index of refraction defines the ratio between the speed of light in a vacuum and the speed of light in the medium of the Material. Higher values produce more intense refraction. |
+• **Material Type** set to **Eye** |
+1.4 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-coat-fixup-tir-clamp.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-coat-fixup-tir-clamp.md
new file mode 100644
index 00000000000..a67e8de25cd
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-coat-fixup-tir-clamp.md
@@ -0,0 +1,6 @@
+
+**Iridescence Coat Fixup TIR Clamp** |
+The value to clamp the color flip phase to. This is at the grazing angle endpoint of the angular range. This makes it so that the oscillations only “elongate” towards the 0 degree viewing angle, which makes a lowered thickness more apparent. |
+• **Material Type** set to **StackLit** • **Iridescence** enabled • **Coat** enabled. |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-coat-fixup-tir.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-coat-fixup-tir.md
new file mode 100644
index 00000000000..bcb2bee1b20
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-coat-fixup-tir.md
@@ -0,0 +1,6 @@
+
+**Iridescence Coat Fixup TIR** |
+Sets the amount to adjust the internal iridescence model by so that the total internal reflection (TIR) angle is always the grazing angle. This means that the TIR region is always out of view, regardless of the overall coat and iridescence thickness. |
+• **Material Type** set to **StackLit** • **Iridescence** enabled • **Coat** enabled. |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-mask.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-mask.md
new file mode 100644
index 00000000000..7d57930a8b2
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-mask.md
@@ -0,0 +1,6 @@
+
+**Iridescence Mask** |
+The strength of the iridescence effect. |
+• **Material Type** set to **StackLit** • **Iridescence** enabled. |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-thickness.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-thickness.md
new file mode 100644
index 00000000000..c03422d5f79
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iridescence-thickness.md
@@ -0,0 +1,6 @@
+
+**Iridescence Thickness** |
+The thickness of the iridescence. This changes the gradient of color that the iridescence effect produces. |
+• **Material Type** set to **StackLit** • **Iridescence** enabled. |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iris-normal-object-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iris-normal-object-space.md
new file mode 100644
index 00000000000..09386494c7a
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iris-normal-object-space.md
@@ -0,0 +1,6 @@
+
+**Iris Normal Object Space** |
+The normal of the eye's iris in object space. |
+• **Material Type** set to **Eye** • **Iris Normal** enabled • **Fragment Normal Space** set to **Object** |
+CoordinateSpace.Object |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iris-normal-tangent-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iris-normal-tangent-space.md
new file mode 100644
index 00000000000..303b4c79a69
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iris-normal-tangent-space.md
@@ -0,0 +1,6 @@
+
+**Iris Normal Tangent Space** |
+The normal of the eye's iris in tangent space. |
+• **Material Type** set to **Eye** • **Iris Normal** enabled • **Fragment Normal Space** set to **Tangent** |
+CoordinateSpace.Tangent |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iris-normal-world-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iris-normal-world-space.md
new file mode 100644
index 00000000000..d0e7d18f93d
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/iris-normal-world-space.md
@@ -0,0 +1,6 @@
+
+**Iris Normal World Space** |
+The normal of the eye's iris in world space. |
+• **Material Type** set to **Eye** • **Iris Normal** enabled • **Fragment Normal Space** set to **World** |
+CoordinateSpace.World |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/lobe-mix.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/lobe-mix.md
new file mode 100644
index 00000000000..2d5c52123ad
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/lobe-mix.md
@@ -0,0 +1,6 @@
+
+**Lobe Mix** |
+The amount of mixing between the primary and secondary specular lobes. |
+• **Duel Specular Lobe** enabled • **Duel SpecularLobe Parametrization** set to **Direct**. |
+0.3 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/maos-alpha.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/maos-alpha.md
new file mode 100644
index 00000000000..f94aaa2f939
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/maos-alpha.md
@@ -0,0 +1,6 @@
+
+**MAOS Alpha** |
+The opacity of the **Metallic**, **Ambient Occlusion**, and **Smoothness** values. |
+• **Material Type** set to **Decal** |
+1.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/mask.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/mask.md
new file mode 100644
index 00000000000..712b8ae5af1
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/mask.md
@@ -0,0 +1,6 @@
+
+**Mask** |
+Specifies whether the current fragment represents the iris or the sclera. The Shader Graph only uses the x component of this Vector2. A value of 0 means the fragment represents the sclera, and a value of 1 means the fragment represents the iris. A value between 0 and 1 results in a linear blend between sclera and iris. |
+• **Material** set to **Eye** |
+Vector2(1.0, 0) |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/metallic.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/metallic.md
new file mode 100644
index 00000000000..eb79c5361db
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/metallic.md
@@ -0,0 +1,6 @@
+
+**Metallic** |
+The material's metallic value. This defines how "metal-like" the surface of your Material is (between 0 and 1). When a surface is more metallic, it reflects the environment more and its albedo color becomes less visible. At full metallic level, the surface color is entirely driven by reflections from the environment. When a surface is less metallic, its albedo color is clearer and any surface reflections are visible on top of the surface color, rather than obscuring it. |
+None |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-alpha.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-alpha.md
new file mode 100644
index 00000000000..aa6e506215d
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-alpha.md
@@ -0,0 +1,6 @@
+
+**Normal Alpha** |
+The blend factor for the Material’s normals. A decal modifies the normals of the Material the decal projects onto. A value of 0 means that the decal does not affect the normals of the surface it projects onto. A value of 1 means that the decal fully overrides the normals of the surface. |
+• **Material** set to **Decal** |
+1.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-object-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-object-space.md
new file mode 100644
index 00000000000..6565819cfda
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-object-space.md
@@ -0,0 +1,6 @@
+
+**Normal Object Space** |
+The normal, in object space, for the material. |
+• **Fragment Normal Space** set to **Object** |
+CoordinateSpace.Object |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-tangent-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-tangent-space.md
new file mode 100644
index 00000000000..eacf505f62b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-tangent-space.md
@@ -0,0 +1,6 @@
+
+**Normal Tangent Space** |
+The normal, in tangent space, for the material. |
+• **Fragment Normal Space** set to **Tangent** |
+CoordinateSpace.Tangent |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-world-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-world-space.md
new file mode 100644
index 00000000000..add258f006d
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/normal-world-space.md
@@ -0,0 +1,6 @@
+
+**Normal World Space** |
+The normal, in world space, for the material. |
+• **Fragment Normal Space** set to **World** |
+CoordinateSpace.World |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/refraction-color.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/refraction-color.md
new file mode 100644
index 00000000000..6654a622926
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/refraction-color.md
@@ -0,0 +1,6 @@
+
+**Refraction Color** |
+The color that this refractive material tints light which passes through it. |
+• **Refraction Model** not set to **None** |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/refraction-distance.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/refraction-distance.md
new file mode 100644
index 00000000000..70e8ba33b86
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/refraction-distance.md
@@ -0,0 +1,6 @@
+
+**Refraction Distance** |
+The thickness of the object at which the **Refraction Color** affects incident light at full strength. |
+• **Refraction Model** not set to **None** |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/refraction-index.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/refraction-index.md
new file mode 100644
index 00000000000..7db2aeca9b3
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/refraction-index.md
@@ -0,0 +1,6 @@
+
+**Refraction Index** |
+The ratio between the speed of light in a vacuum and the speed of light in the medium of the material. Higher values produce more intense refraction. |
+• **Refraction Model** not set to **None** |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/rim-transmission-intensity.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/rim-transmission-intensity.md
new file mode 100644
index 00000000000..b5502e1a6ee
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/rim-transmission-intensity.md
@@ -0,0 +1,6 @@
+
+**Rim Transmission Intensity** |
+The intensity of back lit hair around the edge of the hair. Set this to 0 to completely remove the transmission effect. |
+• **Material** set to **Hair** |
+0.2 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/secondary-smoothness.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/secondary-smoothness.md
new file mode 100644
index 00000000000..c5198df9350
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/secondary-smoothness.md
@@ -0,0 +1,6 @@
+
+**Secondary Smoothness** |
+The appearance of the secondary specular highlight. Increase this value to make the highlight smaller. |
+• **Material** set to **Hair** |
+0.5 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/secondary-specular-shift.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/secondary-specular-shift.md
new file mode 100644
index 00000000000..57934088a30
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/secondary-specular-shift.md
@@ -0,0 +1,6 @@
+
+**Secondary Specular Shift** |
+The position of the secondary specular highlight. |
+• **Material** set to **Hair** |
+-0.1 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/secondary-specular-tint.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/secondary-specular-tint.md
new file mode 100644
index 00000000000..a16d9cd10b6
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/secondary-specular-tint.md
@@ -0,0 +1,6 @@
+
+**Secondary Specular Tint** |
+The color of the secondary specular highlight. |
+• **Material** set to **Hair** |
+Color.grey |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/shadow-tint.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/shadow-tint.md
new file mode 100644
index 00000000000..cea8b6154d1
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/shadow-tint.md
@@ -0,0 +1,6 @@
+
+**Shadow Tint** |
+The shadow color and opacity. |
+• **Material** set to **Unlit** • **Shadow Matte** enabled |
+Color.black |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/smoothness-b.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/smoothness-b.md
new file mode 100644
index 00000000000..dc38c57a600
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/smoothness-b.md
@@ -0,0 +1,6 @@
+
+**Smoothness B** |
+The smoothness of the second specular lobe. |
+• **Material** set to **StackLit** • **Dual Specular Lobe** enabled • **Dual SpecularLobe Parametrization** set to **Direct**. |
+0.5 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/smoothness.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/smoothness.md
new file mode 100644
index 00000000000..59a348b09df
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/smoothness.md
@@ -0,0 +1,6 @@
+
+**Smoothness** |
+The material's smoothness. Every light ray that hits a smooth surface bounces off at predictable and consistent angles. For a perfectly smooth surface that reflects light like a mirror, set this to a value of 1. Less smooth surfaces reflect light over a wider range of angles (because the light hits the bumps in the microsurface), so the reflections have less detail and spread across the surface in a more diffused pattern. |
+None |
+0.5 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/so-fixup-max-added-roughness.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/so-fixup-max-added-roughness.md
new file mode 100644
index 00000000000..72b13479158
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/so-fixup-max-added-roughness.md
@@ -0,0 +1,6 @@
+
+**SO Fixup Max Added Roughness** |
+The maximum roughness that the bent normal fixup process can add to reduce artifacts. |
+• **Material** set to **StackLit** • **Specular Occlusion (from input AO)** set to **SPTD Integration Of Bent AO** |
+0.2 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/so-fixup-strength-factor.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/so-fixup-strength-factor.md
new file mode 100644
index 00000000000..60524c4c700
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/so-fixup-strength-factor.md
@@ -0,0 +1,6 @@
+
+**SO Fixup Strength Factor** |
+The strength of the fixup process HDRP uses to reduce noise from bent normals. |
+• **Material** set to **StackLit** • **Specular Occlusion (from input AO)** set to **SPTD Integration Of Bent AO** |
+1.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/so-fixup-visibility-ratio-threshold.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/so-fixup-visibility-ratio-threshold.md
new file mode 100644
index 00000000000..641606c00e2
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/so-fixup-visibility-ratio-threshold.md
@@ -0,0 +1,6 @@
+
+**SO Fixup Visibility Ratio Threshold** |
+The occlusion threshold value below which HDRP modifies the bent normal. This helps to remove noise in the bent normals. If the occlusion input is above this value, HDRP does not modify the bent normals. |
+• **Material** set to **StackLit** • **Specular Occlusion (from input AO)** set to **SPTD Integration Of Bent AO** |
+0.2 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-aa-screen-space-variance.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-aa-screen-space-variance.md
new file mode 100644
index 00000000000..8ec607ce473
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-aa-screen-space-variance.md
@@ -0,0 +1,6 @@
+
+**Specular AA Screen Space Variance** |
+The strength of the [geometric specular anti-aliasing](../../Geometric-Specular-Anti-Aliasing.md) effect between 0 and 1. Higher values produce a blurrier result with less aliasing. |
+• **Specular AA** enabled |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-aa-threshold.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-aa-threshold.md
new file mode 100644
index 00000000000..7a1718300c8
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-aa-threshold.md
@@ -0,0 +1,6 @@
+
+**Specular AA Threshold** |
+The maximum value that HDRP subtracts from the smoothness value to reduce artifacts. |
+• **Specular AA** enabled |
+0.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-color.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-color.md
new file mode 100644
index 00000000000..e6eb1a89916
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-color.md
@@ -0,0 +1,6 @@
+
+**Specular Color** |
+The material's specular color value. This defines the brightness and tint colour of specular highlights. |
+None |
+Color.grey |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-occlusion.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-occlusion.md
new file mode 100644
index 00000000000..5ddfccc38a3
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-occlusion.md
@@ -0,0 +1,6 @@
+
+**Specular Occlusion** |
+A multiplier for the intensity of specular global illumination. |
+• **Specular Occlusion Mode** set to **Custom** |
+1.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-shift.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-shift.md
new file mode 100644
index 00000000000..b6cde106550
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-shift.md
@@ -0,0 +1,6 @@
+
+**Specular Shift** |
+The position of the primary specular highlight. |
+• **Material** set to **Hair** |
+0.1 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-tint.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-tint.md
new file mode 100644
index 00000000000..a07a75457cb
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/specular-tint.md
@@ -0,0 +1,6 @@
+
+**Specular Tint** |
+The color of the primary specular highlight. |
+• **Material** set to **Hair** |
+Color.white |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/subsurface-mask.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/subsurface-mask.md
new file mode 100644
index 00000000000..d76a6e0229e
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/subsurface-mask.md
@@ -0,0 +1,6 @@
+
+**Subsurface Mask** |
+The strength of the screen-space blur effect across the Material. |
+• **Material** set to **Lit** • **Material Type** set to **Subsurface Scattering**. |
+1.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/tangent-object-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/tangent-object-space.md
new file mode 100644
index 00000000000..fac484a2fd2
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/tangent-object-space.md
@@ -0,0 +1,6 @@
+
+**Tangent Object Space** |
+The direction of anisotropy in object space. This stretches the specular highlights in the given direction. |
+• **Material** set to **Lit** • **Material Type** set to **Anisotropy** • **Fragment Normal Space** set to **Object** Or • **Material** set to **StackLit** • **Fragment Normal Space** set to **Object** Or • **Material** set to Fabric and **Material Type** set to **Silk** • **Fragment Normal Space** set to **Object** |
+CoordinateSpace.Object |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/tangent-tangent-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/tangent-tangent-space.md
new file mode 100644
index 00000000000..6bee6fd52ff
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/tangent-tangent-space.md
@@ -0,0 +1,6 @@
+
+**Tangent Tangent Space** |
+The direction of anisotropy in tangent space. This stretches the specular highlights in the given direction. |
+• **Material** set to **Lit** • **Material Type** set to **Anisotropy** • **Fragment Normal Space** set to **Tangent** Or • **Material** set to **StackLit** • **Fragment Normal Space** set to **Tangent** Or • **Material** set to Fabric and **Material Type** set to **Silk** • **Fragment Normal Space** set to **Tangent** |
+CoordinateSpace.Tangent |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/tangent-world-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/tangent-world-space.md
new file mode 100644
index 00000000000..73fc91e9c81
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/tangent-world-space.md
@@ -0,0 +1,6 @@
+
+**Tangent World Space** |
+The direction of anisotropy in world space. This stretches the specular highlights in the given direction. |
+• **Material** set to **Lit** • **Material Type** set to **Anisotropy** • **Fragment Normal Space** set to **World** Or • **Material** set to **StackLit** • **Fragment Normal Space** set to **World** Or • **Material** set to Fabric and **Material Type** set to **Silk** • **Fragment Normal Space** set to **World** |
+CoordinateSpace.World |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/thickness.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/thickness.md
new file mode 100644
index 00000000000..08da8577c8b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/thickness.md
@@ -0,0 +1,6 @@
+
+**Thickness** |
+The thickness of the surface that HDRP uses to evaluate transmission. |
+• **Material Type** set to **Subsurface Scattering** and **Transmission** enabled. Or • **Material Type** set to **Transluscent**. Or • **Refraction Model** not set to **None** |
+1.0 |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/transmittance.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/transmittance.md
new file mode 100644
index 00000000000..46e4542ae40
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/transmittance.md
@@ -0,0 +1,6 @@
+
+**Transmittance** |
+The fraction of specular lighting that penetrates the hair from behind. This is on a per-color channel basis, so you can use this property to set the color of penetrating light. Set this to (0, 0, 0) to stop any light from penetrating through the hair. Set this to (1, 1, 1) to have a strong effect with a lot of white light transmitting through the hair. |
+• **Material** set to **Hair** |
+Vector3(0.3, 0.195, 0.09) |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/vertex-normal.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/vertex-normal.md
new file mode 100644
index 00000000000..6f0bb8599fc
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/vertex-normal.md
@@ -0,0 +1,6 @@
+
+**Normal** |
+The object space vertex normal per vertex. |
+None |
+CoordinateSpace.Object |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/vertex-position.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/vertex-position.md
new file mode 100644
index 00000000000..fd9bf0e4268
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/vertex-position.md
@@ -0,0 +1,6 @@
+
+**Position** |
+The object space vertex position per vertex. |
+None |
+CoordinateSpace.Object |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/vertex-tangent.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/vertex-tangent.md
new file mode 100644
index 00000000000..a9bbeb7fee7
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-graph-blocks/vertex-tangent.md
@@ -0,0 +1,6 @@
+
+**Tangent** |
+The object space vertex tangent per vertex. |
+None |
+CoordinateSpace.Object |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/override-baked-gi.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/override-baked-gi.md
new file mode 100644
index 00000000000..3a77ea11f0b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/override-baked-gi.md
@@ -0,0 +1,4 @@
+
+**Override Baked GI** |
+Indicates whether this Material ignores global illumination (GI) in the Scene and instead uses custom GI values. Enable this setting to add two baked GI Blocks to the Fragment Context that control GI for the Material. Disable this setting to make the Material use the Scene's GI. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/specular-occlusion-mode.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/specular-occlusion-mode.md
new file mode 100644
index 00000000000..37547654ed1
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/specular-occlusion-mode.md
@@ -0,0 +1,4 @@
+
+**Specular Occlusion Mode** |
+The mode that HDRP uses to calculate specular occlusion. The options are: • **Off**: Disables specular occlusion. • **From AO**: Calculates specular occlusion from the ambient occlusion map and the Camera's view vector. • **From AO and Bent Normal**: Calculates specular occlusion from the ambient occlusion map, the bent normal map, and the Camera's view vector. • **Custom**: Allows you to specify your own specular occlusion values. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/support-lod-crossfade.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/support-lod-crossfade.md
new file mode 100644
index 00000000000..b5242ad8bc0
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/support-lod-crossfade.md
@@ -0,0 +1,4 @@
+
+**Support Lod Crossfade** |
+Indicates whether HDRP processes dithering when a mesh moves moves from one LOD level to another. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/use-light-facing-normal.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/use-light-facing-normal.md
new file mode 100644
index 00000000000..64f04fdf17a
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/use-light-facing-normal.md
@@ -0,0 +1,4 @@
+
+**Use Light Facing Normal** |
+Indicates whether or not hair normals always appear to face towards light sources in the Scene. This mimics the behavior of real-world hair. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion-blend-mode.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion-blend-mode.md
new file mode 100644
index 00000000000..a2ed61ed2ea
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion-blend-mode.md
@@ -0,0 +1,4 @@
+
+**Distortion Blend Mode** |
+Specifies the mode that HDRP uses to blend overlaid distortion surfaces. The options are: • **Add**: Adds the output distortion value with the current distortion value in the pixel. This is the default mode. • **Multiply**: Multiplies the output distortion value with the current distortion value in the pixel. • **Replace**: Replaces the current distortion value in the pixel with the output distortion value. This setting only appears if you enable **Distortion**. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion-depth-test.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion-depth-test.md
new file mode 100644
index 00000000000..5939aa28257
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion-depth-test.md
@@ -0,0 +1,4 @@
+
+**Distortion Depth Test** |
+Indicates whether GameObjects that are closer to the Camera hide the distortion effect. Disable this setting to make the distortion effect appear on top of the rendering. This setting only appears if you enable **Distortion**. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion-only.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion-only.md
new file mode 100644
index 00000000000..ca58bd5b7cf
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion-only.md
@@ -0,0 +1,4 @@
+
+**Distortion Only** |
+Indicates whether to disable the rendering of the GameObject and only render the distortion pass for it. This is useful if you want to distort something without changing its color (for example, hot air distortion). |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion.md
new file mode 100644
index 00000000000..c9733af25ce
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/distortion/distortion.md
@@ -0,0 +1,4 @@
+
+**Distortion** |
+Indicates whether to distort light that passes through this transparent Material. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/anisotropy-for-area-lights.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/anisotropy-for-area-lights.md
new file mode 100644
index 00000000000..ae3e63c2cf7
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/anisotropy-for-area-lights.md
@@ -0,0 +1,4 @@
+
+**Anisotropy For Area Lights** |
+Indicates whether to calculate anisotropic reflections for area lights. Note that enabling this option makes a StackLit material more resource intensive to process around area lights. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/anisotropy-stacklit.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/anisotropy-stacklit.md
new file mode 100644
index 00000000000..bbc2972d15c
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/anisotropy-stacklit.md
@@ -0,0 +1,4 @@
+
+**Anisotropy** |
+Indicates whether to apply anisotropy to the material. If you enable **Dual Specular Lobe** the two lobes have independent anisotropic intensity values (**Anisotropy** and **AnisotropyB**). |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/base-color-parametrization.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/base-color-parametrization.md
new file mode 100644
index 00000000000..aaa0d06bda0
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/base-color-parametrization.md
@@ -0,0 +1,4 @@
+
+**Base Color Parametrization** |
+Specifies the method to set color and reflectance properties of the material. The options are: • **Base Metallic**: Applies the basic metallic Shader workflow to the material. In the StackLit shader, when **Metallic** is 0, **Dielectric Ior** determines the specular color of the base layer. • **Specular Color**: Applies the Specular Color workflow to the material. Use this to create Materials with a coloured specular highlight. This is similar to the [built-in Specular Shader](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html). |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/base-layer-uses-refracted-angles.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/base-layer-uses-refracted-angles.md
new file mode 100644
index 00000000000..b3270c890db
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/base-layer-uses-refracted-angles.md
@@ -0,0 +1,4 @@
+
+**Base Layer Uses Refracted Angles** |
+Indicates whether to shade directional, punctual, and spot lights on the bottom layer with refraction from the top layer (the coat). This setting only appears if you enable Coat. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/cap-haziness-for-non-metallic.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/cap-haziness-for-non-metallic.md
new file mode 100644
index 00000000000..b9b927ab00e
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/cap-haziness-for-non-metallic.md
@@ -0,0 +1,4 @@
+
+**Cap Haziness For Non Metallic** |
+Indicates whether to cap the intensity of the specular highlight for materials that have a metallic value of 0. As the metallic value increases, the cap relaxes towards 1. This setting only appears if you set **Base Color Parametrization** to **Metallic** and **Dual Specular Lobe Parametrization** to **Hazy Gloss**. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/clear-coat.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/clear-coat.md
new file mode 100644
index 00000000000..eece6b10a0f
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/clear-coat.md
@@ -0,0 +1,4 @@
+
+**Clear Coat** |
+Indicates whether HDRP simulates a clear coat effect on the Material to mimic Materials like car paint or plastics. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/coat-normal.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/coat-normal.md
new file mode 100644
index 00000000000..f90f21e3357
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/coat-normal.md
@@ -0,0 +1,4 @@
+
+**Coat Normal** |
+Indicates whether to use an independent normal for the coat layer. When enabled, the **Coat Normal** property sets the normals specifically for the coat layer. When disabled, the **Normal** property sets the normals for both the coat layer and the base layer. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/coat.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/coat.md
new file mode 100644
index 00000000000..f5f0debe1fd
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/coat.md
@@ -0,0 +1,4 @@
+
+**Coat** |
+Indicates whether to apply a dielectric coating layer to the base layer. This is a complete covering that has no independent material lerping or mixing. The coat has an independent roughness, a configurable index of refraction, and an extinction/absorption effect with a configurable thickness. The coat layer is not anisotropic. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/double-sided-mode.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/double-sided-mode.md
new file mode 100644
index 00000000000..a697bcfb1fe
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/double-sided-mode.md
@@ -0,0 +1,4 @@
+
+**Double Sided Mode** |
+Specifies how HDRP renders the faces of polygons in the mesh geometry. The options are: • Disabled: Only renders one face of the polygons. • Enabled: Renders both faces of the polygons. In this mode, the normal of the back face is the same as the front face. • Flipped Normals: Renders both faces of the polygons. In this mode, the normal of the back face is 180° of the front-facing normal. This also applies to the material, which means that it looks the same on both sides of the geometry. • Mirrored Normals: Renders both faces of the polygons. In this mode, the normal of the back face mirrors the front-facing normal. This also applies to the material, which means that it inverts on the back face. This is useful when you want to keep the same shape on both sides of the geometry, for example, for leaves.
For more information about this feature, see [Double-sided](../../../Double-Sided.md). |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/dual-specular-lobe-parametrization.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/dual-specular-lobe-parametrization.md
new file mode 100644
index 00000000000..c87c29120a1
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/dual-specular-lobe-parametrization.md
@@ -0,0 +1,4 @@
+
+**Dual Specular Lobe Parametrization** |
+Specifies the method that controls the second specular lobe. The options are: • **Direct**: Gives you direct control of the second lobe. **SmoothnessB** controls the second lobe's smoothness, **LobeMix** controls the amount of mixing between the two lobes, and **Anisotropy** controls the second lobe's anisotropic smoothness. • **Hazy Gloss**: Adds a haze effect to the surface directly while keeping the primary lobe mostly unchanged. **Haziness** controls the intensity of the haze effect. **HazeExtent** controls the range of the haze around the central highlight. This option is the most intuitive and controllable way to use two lobes. Note that this mode implicitly modifies the specular color. If the material already has a high specular intensity (close to 1), there is no room to increase it in regions where haziness requires it to be boosted. In this case, haziness has little to no effect. This setting only has an effect if you enable **Dual Specular Lobe**. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/dual-specular-lobe.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/dual-specular-lobe.md
new file mode 100644
index 00000000000..5fe1e34b31f
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/dual-specular-lobe.md
@@ -0,0 +1,4 @@
+
+**Dual Specular Lobe** |
+Indicates whether to add a second specular lobe to the base layer to simulate hazy materials without using a coat. If you also enable anisotropy, each lobe has an independent, configurable, anisotropic smoothness. The two lobes that characterize the base surface layer use the same index of refraction, or specular color (depending on the **Base Color Parametrization**). The second lobe then further uses a different input configuration depending on the **Dual Specular Lobe Parametrization**. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/energy-conserving-specular-color.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/energy-conserving-specular-color.md
new file mode 100644
index 00000000000..38e79493aec
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/energy-conserving-specular-color.md
@@ -0,0 +1,4 @@
+
+**Energy Conserving Specular Color** |
+Indicates whether HDRP reduces the diffuse color of the Material if the specular effect is more intense. This makes the lighting of the Material more consistent and makes it look more physically-accurate. This property only appears when you set Material Type to Specular Color. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/energy-conserving-specular.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/energy-conserving-specular.md
new file mode 100644
index 00000000000..bc182e68672
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/energy-conserving-specular.md
@@ -0,0 +1,4 @@
+
+**Energy Conserving Specular** |
+Indicates whether HDRP reduces the diffuse color of the Material if the specular effect is more intense. This makes the lighting of the Material more consistent and makes it look more physically accurate. This setting only appears when you set Base Color Parametrization to Specular Color. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/eye-material-type.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/eye-material-type.md
new file mode 100644
index 00000000000..a05bd4c2f4c
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/eye-material-type.md
@@ -0,0 +1,4 @@
+
+**Material Type** |
+Specifies the method HDRP uses to calculate caustics in the eye's iris. Currently, the quality difference between the two methods is marginal and the best one for your project depends on the context. The options are: • Eye: A low resource-intensity caustic calculation method. • Eye Cinematic: Produces a more realistic caustic effect. This is the same caustic calculation algorithm as used in [The Heretic](https://blogs.unity3d.com/tag/the-heretic). This method is more resource-intensive than Eye. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/fragment-normal-space.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/fragment-normal-space.md
new file mode 100644
index 00000000000..6c865b6a542
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/fragment-normal-space.md
@@ -0,0 +1,4 @@
+
+**Fragment Normal Space** |
+Specifies the normal map space that this Material uses. • TangentSpace: Defines the normals in [tangent space](../../../Glossary.html#TangentSpaceNormalMap). Use this to tile a Texture on a Mesh. • ObjectSpace: Defines the normals in [object space](../../../Glossary.html#ObjectSpaceNormalMap). Use this for planar-mapping GameObjects like the terrain. • WorldSpace: Defines the normal maps in world space. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/honor-per-light-max-smoothness.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/honor-per-light-max-smoothness.md
new file mode 100644
index 00000000000..88d29e56b1c
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/honor-per-light-max-smoothness.md
@@ -0,0 +1,4 @@
+
+**Honor Per Light Max Smoothness** |
+Indicates whether the StackLit shader uses the shape of directional, [punctual](../../../Glossary.md#punctual-lights), and spot [Lights](../../../Light-Component.md) when it simulates the extent of the Lights. Depending on the smoothness values of the layers, enabling this option can produce unrealistic results for Lights that have large shapes. To fix this, enable Recompute Stack and Iridescence. These options are separate because recomputing the stack per Light instead of once for all Lights is significantly more resource intensive. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/iridescence.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/iridescence.md
new file mode 100644
index 00000000000..719720f9b9c
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/iridescence.md
@@ -0,0 +1,4 @@
+
+**Iridescence** |
+Indicates whether to apply iridescence to the base layer (and the coat layer if there is one). Iridescent surfaces appear to gradually change color as the angle of view or the angle of illumination changes. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/iris-normal.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/iris-normal.md
new file mode 100644
index 00000000000..19ef1a2d07b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/iris-normal.md
@@ -0,0 +1,4 @@
+
+**Iris Normal** |
+Indicates whether to use custom normals for the iris. When enabled, the Iris Normal Block sets the normal of the iris for the current fragment. When disabled, it uses the Normal Block. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/recompute-stack-and-iridescence.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/recompute-stack-and-iridescence.md
new file mode 100644
index 00000000000..6f46de2f356
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/recompute-stack-and-iridescence.md
@@ -0,0 +1,4 @@
+
+**Recompute Stack And Iridescence** |
+Indicates whether the StackLit shader simulates its coat/layer effect for each [Light](../../../Light-Component.md) individually, rather than once for all Lights at the same time. Note this only applies to [punctual](../../../Glossary.md#punctual-lights), directional, and spot Lights. Enabling this option increases the resource intensity of the shader, so only use it when necessary (for example, when **Honor Per Light Max Smoothness** is enabled). |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/recursive-rendering.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/recursive-rendering.md
new file mode 100644
index 00000000000..a0a278c1c09
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/recursive-rendering.md
@@ -0,0 +1,4 @@
+
+**Recursive Rendering** |
+Indicates whether to include this material in the [recursive rendering pipeline](../../../Ray-Tracing-Recursive-Rendering.md). When enabled, if your project supports [ray tracing](../../../Ray-Tracing-Getting-Started.md) and a [Recursive Rendering](../../../Ray-Tracing-Recursive-Rendering.md) Volume Profile override is active, HDRP uses ray tracing to render this material. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/shadow-matte.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/shadow-matte.md
new file mode 100644
index 00000000000..19b90df1989
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/shadow-matte.md
@@ -0,0 +1,4 @@
+
+**Shadow Matte** |
+Indicates whether or not the Shader receives shadows. Shadow matte only supports shadow maps. It does not support Screen Space Shadows, [Ray-Traced Shadows](../../../Ray-Traced-Shadows.md), or [Contact Shadows](../../../Override-Contact-Shadows.md). |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/specular-occlusion-mode-stacklit.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/specular-occlusion-mode-stacklit.md
new file mode 100644
index 00000000000..7faf32affc7
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/specular-occlusion-mode-stacklit.md
@@ -0,0 +1,4 @@
+
+**Specular Occlusion Mode** |
+The mode that HDRP uses to calculate specular occlusion. The options are: • **Off**: Disables specular occlusion. • **Direct From AO**: Calculates specular occlusion from the ambient occlusion map and the Camera's view vector. • **SPTD Integration of Bent AO**: First uses the bent normal with the ambient occlusion value to calculate a general visibility cone. Then, calculates the specular occlusion using a Spherical Pivot Transformed Distribution (SPTD) that is properly integrated against the bent visibility cone. • *Custom*: Allows you to specify your own specular occlusion values. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/ss-depth-offset.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/ss-depth-offset.md
new file mode 100644
index 00000000000..67d02623a18
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/ss-depth-offset.md
@@ -0,0 +1,4 @@
+
+**Depth Offset** |
+Indicates whether HDRP modifies the depth buffer according to the displacement. This allows effects that use the depth buffer ([Contact Shadows](../../../Override-Contact-Shadows.md) for example) to capture pixel displacement details. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/subsurface-scattering.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/subsurface-scattering.md
new file mode 100644
index 00000000000..f55f1dde80f
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/subsurface-scattering.md
@@ -0,0 +1,4 @@
+
+**Subsurface Scattering** |
+Indicates whether the Material supports subsurface scattering. To disable subsurface scattering in specific regions of the Material, use the **Subsurface Mask**. |
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/ss-context-fragment.md b/com.unity.render-pipelines.high-definition/Documentation~/ss-context-fragment.md
new file mode 100644
index 00000000000..d67f1d49333
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/ss-context-fragment.md
@@ -0,0 +1,92 @@
+# Fragment Context
+
+This Context represents the fragment stage of a shader. You can add [compatible Blocks](#compatible-blocks) to this Context to set properties for the final shader. Any Node you connect to a Block becomes part of the final shader's fragment function.
+
+## Compatible Blocks
+
+This section lists the Blocks that are compatible with Fragment Contexts in the High Definition Render Pipeline (HDRP). Each entry includes:
+
+- The Block's name.
+- A description of what the Block does.
+- Settings in the [Graph Settings menu](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Graph-Settings-Menu.html) that the Block is relevant to. If you enable these settings, Shader Graph adds the Block to the Context; if you disable the setting, Shader Graph removes the Block from the Context. If you add the Block and do not enable the setting, Shader Graph ignores the Block and its connected Nodes when it builds the final shader.
+- The default value that Shader Graph uses if you enable the Block's **Setting Dependency** then remove the Block from the Context.
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/ambient-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/alpha.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)]
+[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)]
+[!include[](snippets/shader-graph-blocks/anisotropy.md)]
+[!include[](snippets/shader-graph-blocks/anisotropy-b.md)]
+[!include[](snippets/shader-graph-blocks/baked-back-gi.md)]
+[!include[](snippets/shader-graph-blocks/baked-gi.md)]
+[!include[](snippets/shader-graph-blocks/bent-normal.md)]
+[!include[](snippets/shader-graph-blocks/base-color.md)]
+[!include[](snippets/shader-graph-blocks/coat-extinction.md)]
+[!include[](snippets/shader-graph-blocks/coat-ior.md)]
+[!include[](snippets/shader-graph-blocks/coat-mask.md)]
+[!include[](snippets/shader-graph-blocks/coat-normal-object-space.md)]
+[!include[](snippets/shader-graph-blocks/coat-normal-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/coat-normal-world-space.md)]
+[!include[](snippets/shader-graph-blocks/coat-smoothness.md)]
+[!include[](snippets/shader-graph-blocks/coat-thickness.md)]
+[!include[](snippets/shader-graph-blocks/depth-offset.md)]
+[!include[](snippets/shader-graph-blocks/dielectric-ior.md)]
+[!include[](snippets/shader-graph-blocks/diffusion-profile.md)]
+[!include[](snippets/shader-graph-blocks/distortion.md)]
+[!include[](snippets/shader-graph-blocks/distortion-blur.md)]
+[!include[](snippets/shader-graph-blocks/emission.md)]
+[!include[](snippets/shader-graph-blocks/hair-strand-direction.md)]
+[!include[](snippets/shader-graph-blocks/haze-extent.md)]
+[!include[](snippets/shader-graph-blocks/haziness.md)]
+[!include[](snippets/shader-graph-blocks/hazy-gloss-max-dielectric-f0.md)]
+[!include[](snippets/shader-graph-blocks/ior.md)]
+[!include[](snippets/shader-graph-blocks/iridescence-coat-fixup-tir.md)]
+[!include[](snippets/shader-graph-blocks/iridescence-coat-fixup-tir-clamp.md)]
+[!include[](snippets/shader-graph-blocks/iridescence-mask.md)]
+[!include[](snippets/shader-graph-blocks/iridescence-thickness.md)]
+[!include[](snippets/shader-graph-blocks/iris-normal-object-space.md)]
+[!include[](snippets/shader-graph-blocks/iris-normal-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/iris-normal-world-space.md)]
+[!include[](snippets/shader-graph-blocks/lobe-mix.md)]
+[!include[](snippets/shader-graph-blocks/maos-alpha.md)]
+[!include[](snippets/shader-graph-blocks/mask.md)]
+[!include[](snippets/shader-graph-blocks/metallic.md)]
+[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/normal-object-space.md)]
+[!include[](snippets/shader-graph-blocks/normal-world-space.md)]
+[!include[](snippets/shader-graph-blocks/normal-alpha.md)]
+[!include[](snippets/shader-graph-blocks/refraction-color.md)]
+[!include[](snippets/shader-graph-blocks/refraction-distance.md)]
+[!include[](snippets/shader-graph-blocks/refraction-index.md)]
+[!include[](snippets/shader-graph-blocks/rim-transmission-intensity.md)]
+[!include[](snippets/shader-graph-blocks/secondary-smoothness.md)]
+[!include[](snippets/shader-graph-blocks/secondary-specular-shift.md)]
+[!include[](snippets/shader-graph-blocks/secondary-specular-tint.md)]
+[!include[](snippets/shader-graph-blocks/shadow-tint.md)]
+[!include[](snippets/shader-graph-blocks/smoothness.md)]
+[!include[](snippets/shader-graph-blocks/smoothness-b.md)]
+[!include[](snippets/shader-graph-blocks/specular-color.md)]
+[!include[](snippets/shader-graph-blocks/so-fixup-max-added-roughness.md)]
+[!include[](snippets/shader-graph-blocks/so-fixup-strength-factor.md)]
+[!include[](snippets/shader-graph-blocks/so-fixup-visibility-ratio-threshold.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-screen-space-variance.md)]
+[!include[](snippets/shader-graph-blocks/specular-aa-threshold.md)]
+[!include[](snippets/shader-graph-blocks/specular-occlusion.md)]
+[!include[](snippets/shader-graph-blocks/specular-shift.md)]
+[!include[](snippets/shader-graph-blocks/specular-tint.md)]
+[!include[](snippets/shader-graph-blocks/subsurface-mask.md)]
+[!include[](snippets/shader-graph-blocks/tangent-object-space.md)]
+[!include[](snippets/shader-graph-blocks/tangent-tangent-space.md)]
+[!include[](snippets/shader-graph-blocks/tangent-world-space.md)]
+[!include[](snippets/shader-graph-blocks/thickness.md)]
+[!include[](snippets/shader-graph-blocks/transmittance.md)]
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/ss-context-vertex.md b/com.unity.render-pipelines.high-definition/Documentation~/ss-context-vertex.md
new file mode 100644
index 00000000000..ac33c4fec4a
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/ss-context-vertex.md
@@ -0,0 +1,24 @@
+# Vertex Context
+
+This Context represents the vertex stage of a shader. Any Node you connect to a Block in this Context becomes part of the final shader's vertex function.
+
+## Compatible Blocks
+
+This section lists the Blocks that are compatible with Vertex Contexts in the High Definition Render Pipeline (HDRP). Each entry includes:
+
+- The Block's name.
+- A description of what the Block does.
+- Settings in the [Graph Settings menu](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Graph-Settings-Menu.html) that the Block is relevant to. If you enable these settings, Shader Graph adds the Block to the Context; if you disable the setting, Shader Graph removes the Block from the Context. If you add the Block and do not enable the setting, Shader Graph ignores the Block and its connected Nodes when it builds the final shader.
+- The default value that Shader Graph uses if you enable the Block's **Setting Dependency** then remove the Block from the Context.
+
+
+
+Property |
+Description |
+Setting Dependency |
+Default Value |
+
+[!include[](snippets/shader-graph-blocks/vertex-position.md)]
+[!include[](snippets/shader-graph-blocks/vertex-normal.md)]
+[!include[](snippets/shader-graph-blocks/vertex-tangent.md)]
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/ss-contexts-and-blocks.md b/com.unity.render-pipelines.high-definition/Documentation~/ss-contexts-and-blocks.md
new file mode 100644
index 00000000000..6b469424585
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/ss-contexts-and-blocks.md
@@ -0,0 +1,15 @@
+# Contexts and Blocks
+
+This section contains reference documentation for the Shader Graph [Contexts](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Master-Stack.html%23contexts) available in the High Definition Render Pipeline (HDRP). Each page describes the Context itself, the shader stage the Context represents, and the list of compatible HDRP-specific [Blocks](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Block-Node.html).
+
+In HDRP, many Blocks exist solely to set properties relevant for particular settings in the [Graph Settings menu](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Graph-Settings-Menu.html). If you enable one of these settings, Shader Graph automatically adds any Block relevant for that setting to the Context. If you disable the setting, Shader Graph automatically removes the relevant Blocks from the Context.
+
+This relationship between settings and Blocks has the following consequences:
+
+- If you enable a setting and delete any of its relevant Blocks, the Context uses the deleted Block's **Default Value** when Shader Graph builds the final shader.
+- If you add a Block relevant to a particular setting and don't enable that setting, Shader Graph ignores the Block and any connected Nodes when it builds the final Shader.
+
+The list of Contexts is as follows:
+
+- [Vertex Context](ss-context-vertex.md)
+- [Fragment Context](ss-context-fragment.md)
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 adc0f809638..c2b75442424 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
@@ -239,7 +239,7 @@ In terms of performance, one of the most resource intensive operations for HDRP
### Decal improvement
-HDRP no longer forces a full depth pre-pass when you enable decals in Deferred Lit Mode. Only materials with the **Receive Decals** property enabled render in the pre-pass. Decal shader code has improved and now produces fewer shader variants and includes better UI to control which material attributes the decal affects. Finally, the [Decal Shader Graph](Master-Node-Decal.md) now exposes affects flags control on the Material.
+HDRP no longer forces a full depth pre-pass when you enable decals in Deferred Lit Mode. Only materials with the **Receive Decals** property enabled render in the pre-pass. Decal shader code has improved and now produces fewer shader variants and includes better UI to control which material attributes the decal affects. Finally, the [Decal Master Stack](master-stack-decal.md) now exposes affects flags control on the Material.
### Constant buffer setup optimization