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4 changes: 2 additions & 2 deletions com.unity.render-pipelines.universal/Documentation~/faq.md
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# Frequently asked questions (FAQ)
This section answers some frequently asked questions about the Universal Render Pipeline (URP). These questions come from the [General Graphics](https://forum.unity.com/forums/general-graphics.76/) section on our forums, from the [Unity Discord](https://discord.gg/unity) channel, and from our support teams.

For information about the High Definition Render Pipeline (HDRP), please see the [HDRP documentation](https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/High-Definition-Render-Pipeline-overview).
For information about the High Definition Render Pipeline (HDRP), see the [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html).

## Can I use URP and HDRP at the same time?
No. They're both built with the Scriptable Render Pipeline (SRP), but their render paths and light models are different.
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## How do I extend URP with scriptable render pass?

To create a scriptable render pass, you have to create a `ScriptableRendererFeature` script. This is because the scriptable render feature is a container that can have the pass in it. To create the scriptable render feature in the Editor, click on **Asset** > **Create** > **Rendering** > **Universal Render Pipeline** > **Renderer Feature**.
To create a scriptable render pass, you have to create a `ScriptableRendererFeature` script. This is because the scriptable render feature is a container that can have the pass in it. To create the scriptable render feature in the Editor, click on **Asset** > **Create** > **Rendering** > **Universal Render Pipeline** > **Renderer Feature**.
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## Instructions

At the moment we recommend using Shader Graph through the [SRP repository](https://github.com/Unity-Technologies/ScriptableRenderPipeline), which has the Shader Graph submodule setup as a submodule. Otherwise you will not have any Master Node backends available and thus your shaders will be pink. This also ensure that you get a compatible set of render pipeline and Shader Graph versions. Otherwise, carry on with the following instructions.
At the moment we recommend using Shader Graph through the [SRP repository](https://github.com/Unity-Technologies/Graphics), which has the Shader Graph submodule setup as a submodule. Otherwise you will not have any Master Node backends available and thus your shaders will be pink. This also ensure that you get a compatible set of render pipeline and Shader Graph versions. Otherwise, carry on with the following instructions.

**Requires Unity 2018.1 Beta**

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This Project Template uses the following features:

* High Definition Render Pipeline - For more information, see the <a href="https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki">wiki</a> on the Scriptable Render Pipeline repository.
* Shader Graph tool - This tool allows you to create shaders using a visual node editor instead of writing code. For more information on the Shader Graph, see the <a href="https://github.com/Unity-Technologies/ShaderGraph/wiki">wiki</a> on the Shader Graph repository.
* High Definition Render Pipeline - For more information, see the [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html).
* Shader Graph tool - This tool allows you to create shaders using a visual node editor instead of writing code. For more information on the Shader Graph, see the [Shader Graph documentation](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html).
* Post-processing stack - The Post-Processing Stack enables artists and designers to apply full -screen filters to scenes using an artist-friendly interface. For more information, see the <a href="https://github.com/Unity-Technologies/PostProcessing/wiki">wiki</a> on the Post-Processing GitHub repository.

## Using the _High Definition Project Template_ ##
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This Project Template uses the following features:

* High Definition Render Pipeline - For more information, see the <a href="https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki">wiki</a> on the Scriptable Render Pipeline repository.
* Shader Graph tool - This tool allows you to create shaders using a visual node editor instead of writing code. For more information on the Shader Graph, see the <a href="https://github.com/Unity-Technologies/ShaderGraph/wiki">wiki</a> on the Shader Graph repository.
* High Definition Render Pipeline - For more information, see the [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html).
* Shader Graph tool - This tool allows you to create shaders using a visual node editor instead of writing code. For more information on the Shader Graph, see the [Shader Graph documentation](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html).

*Note:* The High Definition Render Pipeline is currently in development, so consider it incomplete and subject to change (API, UX, scope). As such, it is not covered by regular Unity support. Unity is seeking feedback on the feature. To ask questions about the feature, visit the <a href="https://forum.unity.com/forums/graphics-experimental-previews.110/?_ga=2.9250101.1048197026.1528313382-1647295365.1509665782">Unity preview forum</a>.

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