From 32291d05688e8c32709a24f0ca81dff88cc08d78 Mon Sep 17 00:00:00 2001 From: Julien Ignace Date: Wed, 17 Nov 2021 11:24:49 +0100 Subject: [PATCH 1/2] Physically Based Sky documentation now mentions the warmup cost explicitly. --- com.unity.render-pipelines.core/CHANGELOG.md | 1 + .../Documentation~/Override-Physically-Based-Sky.md | 4 ++++ 2 files changed, 5 insertions(+) diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index d72774df83a..c09204f9e54 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -147,6 +147,7 @@ The version number for this package has increased due to a version update of a r - DynamicResolutionHandler.GetScaledSize function now clamps, and never allows to return a size greater than its input. - Removed DYNAMIC_RESOLUTION snippet on lens flare common shader. Its not necessary any more on HDRP, which simplifies the shader. - Made occlusion Radius for lens flares in directional lights, be independant of the camera's far plane. +- Physically Based Sky documentation now mentions the warmup cost explicitly. ## [11.0.0] - 2020-10-21 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md index 714545a6678..2a4cffe2394 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md @@ -130,6 +130,10 @@ The default values in either mode make it so the planet's surface is at **0** on * If not in **Spherical Mode**, decrease the **Sea Level**. +## Warmup cost + +This sky type requires heavy precomputation to be rendered. Because of this, the first few frames (depending on the *Number of bounces* parameter) are going to take much longer. This needs to be taken into consideration when switching from another sky type to the Physically Based Sky for example as it might produce a noticeable drop in framerate. + ### Reference list * Bruneton, Eric, and Fabrice Neyret. 2008. “Precomputed Atmospheric Scattering.” *Computer Graphics Forum* 27, no. 4 (2008): 1079–86. https://doi.org/10.1111/j.1467-8659.2008.01245.x. From 9203e35de3136c8eab5879b25ff6232c8a4ef33d Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Thu, 25 Nov 2021 19:43:10 +0100 Subject: [PATCH 2/2] Update CHANGELOG.md --- com.unity.render-pipelines.core/CHANGELOG.md | 1 - 1 file changed, 1 deletion(-) diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index c09204f9e54..d72774df83a 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -147,7 +147,6 @@ The version number for this package has increased due to a version update of a r - DynamicResolutionHandler.GetScaledSize function now clamps, and never allows to return a size greater than its input. - Removed DYNAMIC_RESOLUTION snippet on lens flare common shader. Its not necessary any more on HDRP, which simplifies the shader. - Made occlusion Radius for lens flares in directional lights, be independant of the camera's far plane. -- Physically Based Sky documentation now mentions the warmup cost explicitly. ## [11.0.0] - 2020-10-21