From 153ab1569821607cbedf649de0cfcdf3633b769d Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Fri, 15 Oct 2021 14:52:06 +0200 Subject: [PATCH 1/2] Update docs with RendererList related option --- .../Documentation~/Default-Settings-Window.md | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md b/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md index f90607b1f91..0ec6bcb3452 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md @@ -43,6 +43,7 @@ You have one list per post processing injection point: `After Opaque And Sky`, ` | --------------------------| ------------------------------------------------------------ | | Shader Variant Log Level | Use the drop-down to select what information HDRP logs about Shader variants when you build your Unity Project. • Disabled: HDRP doesn’t log any Shader variant information.• Only HDRP Shaders: Only log Shader variant information for HDRP Shaders.• All Shaders: Log Shader variant information for every Shader type. | | Lens Attenuation Mode | Set the attenuation mode of the lens that is used to compute exposure. With imperfect lens some energy is lost when converting from EV100 to the exposure multiplier, while a perfect lens has no attenuation and no energy is lost. | +| Dynamic Render Pass Culling | When this option is enabled, HDRP will use the new API to dynamically skip certain drawing passes based on the type of currently visible objects. For example if no objects with distortion are drawn, the Render Graph passes that draw the distortion effect (and their dependencies - like the color pyramid generation) will be skipped. | Use DLSS Custom Project Id | Controls whether to use a custom project ID for the NVIDIA Deep Learning Super Sampling module. If you enable this property, you can use **DLSS Custom Project Id** to specify a custom project ID.
This property only appears if you enable the NVIDIA package (com.unity.modules.nvidia) in your Unity project. | | DLSS Custom Project Id | Controls whether to use a custom project ID for the NVIDIA Deep Learning Super Sampling (DLSS) module. If you enable this property, you can use **DLSS Custom Project Id** to specify a custom project ID. If you disable this property, Unity generates a unique project ID.
This property only appears if you enable the NVIDIA package (com.unity.modules.nvidia) in your Unity project. | | Runtime Debug Shaders | When enabled, Unity includes shader variants that let you use the Rendering Debugger window to debug your build. When disabled, Unity excludes ("strips") these variants. Enable this when you want to debug your shaders in the Rendering Debugger window, and disable it otherwise. | From 2e1d53a651472425e7aaeb5704ebba99b26b37ea Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Fri, 15 Oct 2021 15:10:39 +0200 Subject: [PATCH 2/2] Minor edit --- .../Documentation~/Default-Settings-Window.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md b/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md index 0ec6bcb3452..67c32ce1d9c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md @@ -43,7 +43,7 @@ You have one list per post processing injection point: `After Opaque And Sky`, ` | --------------------------| ------------------------------------------------------------ | | Shader Variant Log Level | Use the drop-down to select what information HDRP logs about Shader variants when you build your Unity Project. • Disabled: HDRP doesn’t log any Shader variant information.• Only HDRP Shaders: Only log Shader variant information for HDRP Shaders.• All Shaders: Log Shader variant information for every Shader type. | | Lens Attenuation Mode | Set the attenuation mode of the lens that is used to compute exposure. With imperfect lens some energy is lost when converting from EV100 to the exposure multiplier, while a perfect lens has no attenuation and no energy is lost. | -| Dynamic Render Pass Culling | When this option is enabled, HDRP will use the new API to dynamically skip certain drawing passes based on the type of currently visible objects. For example if no objects with distortion are drawn, the Render Graph passes that draw the distortion effect (and their dependencies - like the color pyramid generation) will be skipped. +| Dynamic Render Pass Culling | When this option is enabled, HDRP will use the RendererList API to dynamically skip certain drawing passes based on the type of currently visible objects. For example if no objects with distortion are drawn, the Render Graph passes that draw the distortion effect (and their dependencies - like the color pyramid generation) will be skipped. | Use DLSS Custom Project Id | Controls whether to use a custom project ID for the NVIDIA Deep Learning Super Sampling module. If you enable this property, you can use **DLSS Custom Project Id** to specify a custom project ID.
This property only appears if you enable the NVIDIA package (com.unity.modules.nvidia) in your Unity project. | | DLSS Custom Project Id | Controls whether to use a custom project ID for the NVIDIA Deep Learning Super Sampling (DLSS) module. If you enable this property, you can use **DLSS Custom Project Id** to specify a custom project ID. If you disable this property, Unity generates a unique project ID.
This property only appears if you enable the NVIDIA package (com.unity.modules.nvidia) in your Unity project. | | Runtime Debug Shaders | When enabled, Unity includes shader variants that let you use the Rendering Debugger window to debug your build. When disabled, Unity excludes ("strips") these variants. Enable this when you want to debug your shaders in the Rendering Debugger window, and disable it otherwise. |