From 30a49c006ef1469b5c9c8324b874d340635eb8d0 Mon Sep 17 00:00:00 2001 From: Oleksandr Kokoshyn Date: Mon, 18 May 2020 11:49:03 +0200 Subject: [PATCH] [7.4.x backport] backporting https://github.com/Unity-Technologies/Graphics/pull/525 --- .../Documentation~/camera-component-reference.md | 4 ---- .../Documentation~/camera-stacking.md | 2 -- 2 files changed, 6 deletions(-) diff --git a/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md b/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md index 93038207746..1a90b143bac 100644 --- a/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md +++ b/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md @@ -118,15 +118,11 @@ A camera stack allows to composite results of several cameras together. The came You can use the stack property add Overlay cameras to the stack and they will render in the order as defined in the stack. For more information on configuring and using Camera Stacks, see [Camera Stacking](camera-stacking.md). -__Important note:__ In this version of URP, Camera Stacking is not supported when using the 2D Renderer or when using the VR Multi Pass mode. Support for these will be added in upcoming versions of URP. - ## Overlay Camera component reference ![Overlay Camera Inspector](Images/camera-inspector-overlay.png) -__Important note:__ In this version of URP, Camera Stacking is not supported when using the 2D Renderer or when using the VR Multi Pass mode. Support for these will be added in upcoming versions of URP. - When you use [Camera Stacking](camera-stacking.md), the [Base Camera](camera-types-and-render-mode.md#base-camera) of a Camera Stack determines most of the properties of the Camera Stack. Because [Overlay Cameras](camera-types-and-render-mode.md#overlay-camera) can only be used as part of a Camera Stack, you can configure only a limited number of settings on an Overlay Camera. Overlay cameras not assigned to a camera stack will skip rendering. The Camera Inspector has the following sections when the Camera has its Render Mode set to Overlay. To read more about a section, click the corresponding link below, or scroll down on the page: diff --git a/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md b/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md index f47a874198e..e8c2a451712 100644 --- a/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md +++ b/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md @@ -1,8 +1,6 @@ # Camera Stacking In the Universal Render Pipeline (URP), you use Camera Stacking to layer the output of multiple Cameras and create a single combined output. Camera Stacking allows you to create effects such as a 3D model in a 2D UI, or the cockpit of a vehicle. -__Important note:__ In this version of URP, Camera Stacking is not supported when using the 2D Renderer or when using the VR Multi Pass mode. Support for these will be added in upcoming versions of URP. - ![Camera Stacking in URP](Images/camera-stacking-example.png) A Camera Stack consists of a [Base Camera](camera-types-and-render-type.md#base-camera) and one or more [Overlay Cameras](camera-types-and-render-type.md#overlay-camera). A Camera Stack overrides the output of the Base Camera with the combined output of all the Cameras in the Camera Stack. As such, anything that you can do with the output of a Base Camera, you can do with the output of a Camera Stack. For example, you can render a Camera Stack to a given render target, apply post-process effects, and so on.