From 2c51d484d3966799e334683da324843a188df421 Mon Sep 17 00:00:00 2001 From: jpriyas <85298006+jpriyas@users.noreply.github.com> Date: Tue, 17 Aug 2021 09:48:44 +0100 Subject: [PATCH 1/2] Doc 3004 (#5322) * tweaks to Lit.png * Tweaks to address screenshot changes * Update particles-simple-lit-shader.md Fixed a typo * Update particles-unlit-shader.md Fixed a typo --- .../Documentation~/Images/Inspectors/Shaders/BakedLit.png | 4 ++-- .../Documentation~/Images/Inspectors/Shaders/Lit.png | 4 ++-- .../Images/Inspectors/Shaders/ParticlesExtra.png | 4 ++-- .../Images/Inspectors/Shaders/ParticlesLit.png | 4 ++-- .../Images/Inspectors/Shaders/ParticlesSimpleLit.png | 4 ++-- .../Images/Inspectors/Shaders/ParticlesUnlit.png | 4 ++-- .../Documentation~/Images/Inspectors/Shaders/SimpleLit.png | 4 ++-- .../Documentation~/Images/Inspectors/Shaders/Unlit.png | 4 ++-- .../Documentation~/baked-lit-shader.md | 2 +- .../Documentation~/lit-shader.md | 2 +- .../Documentation~/particles-lit-shader.md | 2 +- .../Documentation~/particles-simple-lit-shader.md | 2 +- .../Documentation~/particles-unlit-shader.md | 2 +- .../Documentation~/simple-lit-shader.md | 5 +++-- 14 files changed, 24 insertions(+), 23 deletions(-) diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/BakedLit.png b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/BakedLit.png index 3b9f2fb7eae..2cb3feb4f60 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/BakedLit.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/BakedLit.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:763588ece27779248a03c9fbaf9f8e5cc14b5deecd77e7481f6c9730eda20212 -size 81933 +oid sha256:b048ce04195f6ee31c3077f604b21dc0ee70d87e631083d5613b5e8add1b7b8b +size 73916 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/Lit.png b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/Lit.png index 314f0272b74..843c9995b45 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/Lit.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/Lit.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:efe8b76731005c0c1dc3e94eace227d0571c3ded36b32ece74a93e6a34f33b0a -size 128300 +oid sha256:2b4bd4e02d4ff9b9b266b507e9c441537078f69f3a4382ad8b255eea2318ab98 +size 146846 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesExtra.png b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesExtra.png index 1fba0225ce0..de66a6c5f01 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesExtra.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesExtra.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4861bad63c3e7e78bd112ce640c43befbf1b67443cbb4aa917da623abb939b65 -size 43205 +oid sha256:026e05fdb850ffc402e983c7cac184381889f160a1efb4e1e17838292a3bf689 +size 30074 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesLit.png b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesLit.png index 4ef075b9ba9..d86a22d6fcf 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesLit.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesLit.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:57291dafb294ea6a0cb42c46746163865aca78f850f56551bb98b1f2886bdb9c -size 120360 +oid sha256:50f044bf64379a8a0fa8d88280cf93c8458f54de2133efe519f6266a48ad3b97 +size 127348 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesSimpleLit.png b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesSimpleLit.png index 15fefb5d4e2..2a02a580fb7 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesSimpleLit.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesSimpleLit.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0d77f935810d0b67b6bc79b613c7138296d5a8824812c8435ac4fc3a846ad935 -size 128585 +oid sha256:b5f2bd079d201cf3cf35dd8d69a8f4ffcf5fbbe5f52665cd54d8e13d9e7eb570 +size 104905 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesUnlit.png b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesUnlit.png index 3df7fb67f02..9c8b6af0dc3 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesUnlit.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesUnlit.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7964c2a718bb69676c762537d278f03c70dfadedbf41fc5f719f9bdb7463c731 -size 106241 +oid sha256:287d7df183ee6bba4f619e4f4a9c89a00ba1f03405efd9737405663fc1c6a88c +size 111591 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/SimpleLit.png b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/SimpleLit.png index d2d84088eb3..9b4e812a56c 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/SimpleLit.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/SimpleLit.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:517a8518f2b599f4dc0929a9373533f4d0d24deb7b1243d6a4b45aca17892104 -size 112387 +oid sha256:b18a1af1cd3cf78bcb6f8571ef45833041d454b360558429f4ddec4080c6347d +size 107156 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/Unlit.png b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/Unlit.png index 4ebb473ae1c..1ba5e33d0b1 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/Unlit.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/Unlit.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:29178f2b5ade2ac3ab9ef842b218b1612c7836a0db2ade63c20c67aa6735fb3c -size 78419 +oid sha256:1c33fc6cb7ca0dc5165aa2be58657bf1eba9445dd7c8b57d0b476bcdb075fd63 +size 71371 diff --git a/com.unity.render-pipelines.universal/Documentation~/baked-lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/baked-lit-shader.md index e51cceedacc..faecc859c05 100644 --- a/com.unity.render-pipelines.universal/Documentation~/baked-lit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/baked-lit-shader.md @@ -49,4 +49,4 @@ 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. | -| __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. | +| __Sorting 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. | diff --git a/com.unity.render-pipelines.universal/Documentation~/lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/lit-shader.md index 262231b4aa3..fceb1dd49b9 100644 --- a/com.unity.render-pipelines.universal/Documentation~/lit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/lit-shader.md @@ -78,7 +78,7 @@ The __Advanced__ settings affect the underlying calculations of your rendering. | __Specular Highlights__ | Enable this to allow your Material to have specular highlights from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html). This means that your Material reflects the shine from these light sources. Disable this to leave out these highlight calculations, so your Shader renders faster. By default, this feature is enabled. | | __Environment Reflections__ | Sample reflections using the nearest [Reflection Probe](https://docs.unity3d.com/Manual/class-ReflectionProbe.html), or, if you have set one in the [Lighting](https://docs.unity3d.com/Manual/GlobalIllumination.html) window, the [Lighting Probe](https://docs.unity3d.com/Manual/LightProbes.html). If you disable this, you will have fewer Shader calculations, but this also means that your surface has no reflections. | | __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. | +| __Sorting 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. | ## Channel packing diff --git a/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md index 5318b3e6e50..4fca9c5d259 100644 --- a/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md @@ -55,7 +55,7 @@ The __Advanced__ settings affect behind-the-scenes rendering. They do not have a | ---------------------- | ------------------------------------------------------------ | | __Flip-Book Blending__ | Tick this box to blend flip-book frames together. This is useful in texture sheet animations with limited frames, because it makes animations smoother. If you have performance issues, try turning this off. | | __Vertex Streams__ | This list shows the vertex streams that this Material requires in order to work properly. If the vertex streams aren’t correctly assigned, the __Fix Now__ button appears. Click this button to apply the correct setup of vertex streams to the Particle System that this Material is assigned to. | -| __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. | +| __Sorting 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. | #### Transparent surface type diff --git a/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md index 1aaa2e2d8b9..4e81d210c99 100644 --- a/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md @@ -55,7 +55,7 @@ The __Advanced__ settings affect behind-the-scenes rendering. They do not have a | __Flip-Book Blending__ | Tick this box to blend flip-book frames together. This is useful in texture sheet animations with limited frames, because it makes animations smoother. If you have performance issues, try turning this off. | | __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. | | __Vertex Streams__ | This list shows the vertex streams that this Material requires in order to work properly. If the vertex streams aren’t correctly assigned, the __Fix Now__ button appears. Click this button to apply the correct setup of vertex streams to the Particle System that this Material is assigned to. | -| __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. | +| __Sorting 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. | #### Transparent surface type diff --git a/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md b/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md index 4266b5cdd17..366eb7d7157 100644 --- a/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md @@ -52,7 +52,7 @@ The __Advanced__ settings affect behind-the-scenes rendering. They do not have a | ---------------------- | ------------------------------------------------------------ | | __Flip-Book Blending__ | Tick this box to blend flip-book frames together. This is useful in texture sheet animations with limited frames, because it makes animations smoother. If you have performance issues, try turning this off. | | __Vertex Streams__ | This list shows the vertex streams that this Material requires in order to work properly. If the vertex streams aren’t correctly assigned, the __Fix Now__ button appears. Click this button to apply the correct setup of vertex streams to the Particle System that this Material is assigned to. | -| __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. | +| __Sorting 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. | #### Transparent surface type diff --git a/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md index 3bfff87a738..183f8faa110 100644 --- a/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md @@ -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. | -| __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. | +| __Specular Highlights__ | Enable this to allow your Material to have specular highlights from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html). This means that your Material reflects the shine from these light sources. Disable this to leave out these highlight calculations, so your Shader renders 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. | +| __Sorting 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. | From e1165c83f128c9ffcbde463420ca611ff99698cb Mon Sep 17 00:00:00 2001 From: jpriyas <85298006+jpriyas@users.noreply.github.com> Date: Tue, 17 Aug 2021 09:48:44 +0100 Subject: [PATCH 2/2] Doc 3004 (#5322) * tweaks to Lit.png * Tweaks to address screenshot changes * Update particles-simple-lit-shader.md Fixed a typo * Update particles-unlit-shader.md Fixed a typo