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Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@ The __Advanced__ settings affect behind-the-scenes rendering. They do not have a
#### Transparent surface type

If you’ve chosen a Transparent surface type under [Surface Options](#surface-options), these options appear:

![Additional Particle options](Images/Inspectors/Shaders/ParticlesExtra.png)

| Property | Description |
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Expand Up @@ -54,5 +54,6 @@ The __Advanced__ settings affect the underlying calculations of your rendering.

| Property | Description |
| ------------------------- | ------------------------------------------------------------ |
| __Enable GPU Instancing__ | Makes URP render meshes with the same geometry and Material in one batch, when possible. This makes rendering faster. URP cannot render Meshes in one batch if they have different Materials or if the hardware does not support GPU instancing. |
| __Specular Highlights__ | When enabled, your particles have specular highlights from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html). This means that each particle reflects the shine from these light sources. When disabled, these highlight calculations are not part of the Shader, which can make the Shader render faster. By default, this feature is enabled. |
__Enable GPU Instancing__ | Makes URP render meshes with the same geometry and Material in one batch, when possible. This makes rendering faster. URP cannot render Meshes in one batch if they have different Materials or if the hardware does not support GPU instancing. |
| __Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |