From 9d5d065a7f17052db9560428404d63de84320b25 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Wed, 28 Apr 2021 11:22:16 +0200 Subject: [PATCH] Doc for custom matrix for fog --- .../Documentation~/Override-Fog.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md index a63ec6907fe..90eaa26d951 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md @@ -15,6 +15,8 @@ At this point, the Scene contains global fog. However, the effect might not suit The High Definition Render Pipeline evaluates volumetric lighting on a 3D grid mapped to the volumetric section of the frustum. The resolution of the grid is quite low (it is 240x135x64 using the default quality setting at 1080p), so it's important to keep the dimensions of the frustum as small as possible to maintain high quality. Adjust the **Depth Extent** parameter to define the maximum range for the volumetric fog relative to the Camera’s frustum. +The Fog may not work when using a custom camera projection matrix, like an off-axis projection. + [!include[](snippets/volume-override-api.md)]