From 2cd47ae3caeaf84cae399bcb4e6272a168e492be Mon Sep 17 00:00:00 2001 From: Priya Date: Wed, 8 Sep 2021 00:48:06 +0100 Subject: [PATCH] bacporting #5322 --- .../Documentation~/Images/Inspectors/Shaders/BakedLit.png | 4 ++-- .../Documentation~/Images/Inspectors/Shaders/Lit.png | 4 ++-- .../Images/Inspectors/Shaders/ParticlesExtra.png | 4 ++-- .../Documentation~/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 | 3 ++- .../Documentation~/unlit-shader.md | 2 +- 15 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..30945e50e26 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 sha256:7c5222ce94c194cc918b88004e4dd43806423d0439bee8a10cb67ffb7ef2e1a6 +size 57974 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..d020c68eba9 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 sha256:0defb68ed9cf6719ac0682963d893e494e7fb1d0eb2ea6d74cc940978cfe5c0c +size 119468 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..379bf8f91f5 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 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b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Shaders/ParticlesSimpleLit.png index 15fefb5d4e2..d535fa55763 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:fce73203e51df042272ed0aadcf0d9542dcb1f0dfa7a0ffd7714174232febb7f +size 78415 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..b94bfebcb09 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:c34edc9acd77de9efed0a31d05bab669b94d7dbc73e00f7e0490be747aeec159 +size 49716 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..9c11c68008e 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 sha256:80a7754212a09a8bb3153067a7b31993033305788a2b2ea5d1abf7541aa38ae5 +size 77260 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..1c8b043e4e8 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 sha256:090b4f6747f21d3b916a4264d986afb137bb9484e0e6db4ce0af0bf13289dad6 +size 54099 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..e51efa21054 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..ff9f2a4b51c 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..55eacd2274b 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..c519efc2ff5 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..f370a087c30 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 | | ------------------------- | ------------------------------------------------------------ | +| __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. | -| __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~/unlit-shader.md b/com.unity.render-pipelines.universal/Documentation~/unlit-shader.md index b8a8249405d..ce4367eac77 100644 --- a/com.unity.render-pipelines.universal/Documentation~/unlit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/unlit-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. |