diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md index 3143c0e8ffe..f2f1e6b6352 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md @@ -150,7 +150,7 @@ These settings define the emissive behavior of your Light. You can set the Light | **Range** | The range of influence for this Light. Defines how far the emitted light reaches. This property is available for all **Light Types** except **Directional**. | | **Indirect Multiplier** | The intensity of [indirect](https://docs.unity3d.com/Manual/LightModes-TechnicalInformation.html) light in your Scene. A value of 1 mimics realistic light behavior. A value of 0 disables indirect lighting for this Light. If both **Realtime** and **Baked** Global Illumination are disabled in Lighting Settings (menu: **Window > Rendering > Lighting Settings**), the Indirect Multiplier has no effect. | | **Cookie** | An RGB Texture that the Light projects. For example, to create silhouettes or patterned illumination for the Light. Texture shapes should be 2D for Spot and Directional Lights and Cube for Point Lights. Always import **Cookie** textures as the default texture type. This property is available for **Spot**, **Area** (Rectangular only), **Directional**, and **Point** Lights.
Pyramid and Box lights will use an implicit 4x4 white cookie if none is specified. | -| **IES Profile** | An IES File that describe the light profile. If a cookie and an IES profile are setup, a linear average of them is used. (In case of an IES profile and a cookie used at the same time during light baking, only the cookie will be used). | +| **IES Profile** | An IES File that describes the light profile. HDRP uses a linear average of a cookie and an IES profile in your scene. If you use an IES profile and a cookie at the same time during light baking, the Light in your scene only uses the cookie. You can't assign an IES file with code. Instead, use the **Cookie** property with the Textures that IES generates. | | **IES cutoff angle (%)** | Cut off of the IES Profile, as a percentage of the Outer angle. During a baking of a light map this parameter is not used. | | **Affect Diffuse** | Enable the checkbox to apply [diffuse]() lighting to this Light.
This property only appears when you enable [additional properties](More-Options.md) for this section. It is only available in Realtime or Mixed light **Mode**. | | **Affect Specular** | Enable the checkbox to apply [specular](https://docs.unity3d.com/Manual/shader-NormalSpecular.html) lighting to this Light.
This property only appears when you enable [additional properties](More-Options.md) for this section. It is only available in Realtime or Mixed light **Mode**. | @@ -158,7 +158,7 @@ These settings define the emissive behavior of your Light. You can set the Light | **Fade Distance** | The distance between the Light source and the Camera at which the Light begins to fade out. Measured in meters. This property is available for all **Light Types** except **Directional**.
This property only appears when you enable [additional properties](More-Options.md) for this section. It is only available in Realtime or Mixed light **Mode**. | | **Intensity Multiplier** | A multiplier that gets applied to the intensity of the Light. Does not affect the intensity value, but only gets applied during the evaluation of the lighting. You can also modify this property via [Timeline](https://docs.unity3d.com/Manual/TimelineSection.html), Scripting or [animation](https://docs.unity3d.com/Manual/animeditor-AnimatingAGameObject.html). The parameter lets you fade the Light in and out without having to store its original intensity.
This property only appears when you enable [additional properties](More-Options.md) for this section. It is only available in Realtime or Mixed light **Mode**. | | **Display Emissive Mesh** | Enable the checkbox to make Unity automatically generate a Mesh with an emissive Material using the size, colour, and intensity of this Light. Unity automatically adds the Mesh and Material to the GameObject the Light component is attached to. This property is available for **Rectangle** and **Tube** Lights.
This property only appears when you enable [additional properties](More-Options.md) for this section. (In case of an IES profile and a cookie used at the same time, only the cookie will be displayed). | -| **Include For Ray Tracing ** | Enable the checkbox to make this Light active when the camera has the **Ray Tracing** [Frame Setting](Frame-Settings.md) enabled. This applies to both rasterization and [ray tracing](Ray-Tracing-Getting-Started.md) passes.
This property only appears when you enable [additional properties](More-Options.md) for this section. It is only available in Realtime or Mixed light **Mode**. | +| **Include For Ray Tracing** | Enable the checkbox to make this Light active when you enable the **Ray Tracing** [Frame Setting](Frame-Settings.md) on the Camera. This applies to rasterization and [ray tracing](Ray-Tracing-Getting-Started.md) passes.
This property only appears when you enable [additional properties](More-Options.md) for this section. It is only available in Realtime or Mixed light **Mode**. | #### Spot Light