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added new instructions for photoshop colour channels #6769
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added new instructions for photoshop colour channels #6769
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
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* fixed typo and made style guide fixes (#6749) * style guide fixes (#6750) * Added menu trail to change atlas resolution (#6755) * Clarified how to find hdrp in package manager (#6756) * made style guide fixes (#6762) * added new instructions for photoshop colour channels (#6769) * made naming of AO consistent (#6771) * Removed reference to 3d with extras project (#6781) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added default value (#6770) * Added default value * Fixed merge issue * undo wrong fix Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Merge Hd/bugfix #6791 * Fix warning on baking set renaming #6808 * Renamed the Exposure field to Exposure Compensation in sky volume overrides (case 1392530). #6801 * Refresh baking set scene list when one baking set is removed. #6811 * clarified how to change mode (#6871) * fixed screenshot annotation colour (#6872) * fixed formatting (#6873) * fixed name of Game view (#6874) * fixed note formatting (#6875) * new screenshot and fixed table formatting (#6889) * minor style guide changes (#6904) * remove italics, note formatting (#6906) * fixed typo "on following GPUs" > on the following GPUs (#6909) * Post Process can now be edited in the default frame settings. #6816 * Fixed errors spamming when in player mode due to ray tracing light cluster debug view (case 1390471). #6820 * Fixed missing unit in ray tracing related tooltips and docs (case 1397491). #6822 * [Fogbugz # 1386436] Fixing FPTL failing when near and far are very tight. #6826 * Fixed an issue where forced sky update would not update ambient probe. #6831 * Fixed a null ref exception in Volume Explorer #6834 * Cleaning up FPTL early out for ps4 and PC (#6882) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix static sky lighting update when render textures are updated #6863 * Quality update of custom post process (#6856) * Disable the clouds in the indoor sample scenes (normal and DXR) #6908 * Fixed using the wrong coordinate to compute the sampling direction for the screen space global illumination. #6903 * Update VolumeParameter.cs * Replaced view lighting tool with light anchor (#6829) * Replaced view lighting tool with light anchor * Update View-Lighting-Tool.md * Apply formatting changes * revert: Fix cached directional shadows disappearing when going out of shadow range to never reappear #6802 * [RPW][1386964]Fix undo for DebugUI.Enum fields on the rendering debugger. #6632 * More explicit error message when trying to use Shader Graph nodes HDSceneColor, NormalFromHeight, DDX, DDY or DDXY in ray tracing #6254 * [RPW]Fix recovering the correct index for DebugUI.Enum field that are not autoenum (#6901) * Proper Indoors scene template volume * Update 004-CloudsFlaresDecals.png Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: noreply@unity3d.com <noreply@unity3d.com> Co-authored-by: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Rémi Chapelain <remi.chapelain@unity3d.com>
* fixed typo and made style guide fixes (#6749) * style guide fixes (#6750) * Added menu trail to change atlas resolution (#6755) * Clarified how to find hdrp in package manager (#6756) * made style guide fixes (#6762) * added new instructions for photoshop colour channels (#6769) * made naming of AO consistent (#6771) * Removed reference to 3d with extras project (#6781) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added default value (#6770) * Added default value * Fixed merge issue * undo wrong fix Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Merge Hd/bugfix #6791 * Fix warning on baking set renaming #6808 * Renamed the Exposure field to Exposure Compensation in sky volume overrides (case 1392530). #6801 * Refresh baking set scene list when one baking set is removed. #6811 * clarified how to change mode (#6871) * fixed screenshot annotation colour (#6872) * fixed formatting (#6873) * fixed name of Game view (#6874) * fixed note formatting (#6875) * new screenshot and fixed table formatting (#6889) * minor style guide changes (#6904) * remove italics, note formatting (#6906) * fixed typo "on following GPUs" > on the following GPUs (#6909) * Post Process can now be edited in the default frame settings. #6816 * Fixed errors spamming when in player mode due to ray tracing light cluster debug view (case 1390471). #6820 * Fixed missing unit in ray tracing related tooltips and docs (case 1397491). #6822 * [Fogbugz # 1386436] Fixing FPTL failing when near and far are very tight. #6826 * Fixed an issue where forced sky update would not update ambient probe. #6831 * Fixed a null ref exception in Volume Explorer #6834 * Cleaning up FPTL early out for ps4 and PC (#6882) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix static sky lighting update when render textures are updated #6863 * Quality update of custom post process (#6856) * Disable the clouds in the indoor sample scenes (normal and DXR) #6908 * Fixed using the wrong coordinate to compute the sampling direction for the screen space global illumination. #6903 * Update VolumeParameter.cs * Replaced view lighting tool with light anchor (#6829) * Replaced view lighting tool with light anchor * Update View-Lighting-Tool.md * Apply formatting changes * revert: Fix cached directional shadows disappearing when going out of shadow range to never reappear #6802 * [RPW][1386964]Fix undo for DebugUI.Enum fields on the rendering debugger. #6632 * More explicit error message when trying to use Shader Graph nodes HDSceneColor, NormalFromHeight, DDX, DDY or DDXY in ray tracing #6254 * [RPW]Fix recovering the correct index for DebugUI.Enum field that are not autoenum (#6901) * Proper Indoors scene template volume * Update 004-CloudsFlaresDecals.png Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: noreply@unity3d.com <noreply@unity3d.com> Co-authored-by: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Rémi Chapelain <remi.chapelain@unity3d.com>
* [HDRP 21.2] Backport various PRs (#6926) * fixed typo and made style guide fixes (#6749) * style guide fixes (#6750) * Added menu trail to change atlas resolution (#6755) * Clarified how to find hdrp in package manager (#6756) * made style guide fixes (#6762) * added new instructions for photoshop colour channels (#6769) * made naming of AO consistent (#6771) * Removed reference to 3d with extras project (#6781) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added default value (#6770) * Added default value * Fixed merge issue * undo wrong fix Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Merge Hd/bugfix #6791 * Fix warning on baking set renaming #6808 * Renamed the Exposure field to Exposure Compensation in sky volume overrides (case 1392530). #6801 * Refresh baking set scene list when one baking set is removed. #6811 * clarified how to change mode (#6871) * fixed screenshot annotation colour (#6872) * fixed formatting (#6873) * fixed name of Game view (#6874) * fixed note formatting (#6875) * new screenshot and fixed table formatting (#6889) * minor style guide changes (#6904) * remove italics, note formatting (#6906) * fixed typo "on following GPUs" > on the following GPUs (#6909) * Post Process can now be edited in the default frame settings. #6816 * Fixed errors spamming when in player mode due to ray tracing light cluster debug view (case 1390471). #6820 * Fixed missing unit in ray tracing related tooltips and docs (case 1397491). #6822 * [Fogbugz # 1386436] Fixing FPTL failing when near and far are very tight. #6826 * Fixed an issue where forced sky update would not update ambient probe. #6831 * Fixed a null ref exception in Volume Explorer #6834 * Cleaning up FPTL early out for ps4 and PC (#6882) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix static sky lighting update when render textures are updated #6863 * Quality update of custom post process (#6856) * Disable the clouds in the indoor sample scenes (normal and DXR) #6908 * Fixed using the wrong coordinate to compute the sampling direction for the screen space global illumination. #6903 * Update VolumeParameter.cs * Replaced view lighting tool with light anchor (#6829) * Replaced view lighting tool with light anchor * Update View-Lighting-Tool.md * Apply formatting changes * revert: Fix cached directional shadows disappearing when going out of shadow range to never reappear #6802 * [RPW][1386964]Fix undo for DebugUI.Enum fields on the rendering debugger. #6632 * More explicit error message when trying to use Shader Graph nodes HDSceneColor, NormalFromHeight, DDX, DDY or DDXY in ray tracing #6254 * [RPW]Fix recovering the correct index for DebugUI.Enum field that are not autoenum (#6901) * Proper Indoors scene template volume * Update 004-CloudsFlaresDecals.png Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: noreply@unity3d.com <noreply@unity3d.com> Co-authored-by: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Rémi Chapelain <remi.chapelain@unity3d.com> * Fixed missing capital and UI bolding (#6876) * [RPW]Fix Diffusion Profile Volume Component inspector when opened wit… #6799 * Disabled the "Reflect Sky" feature in the case of transparent screenspace reflections for the water system. #6725 Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: noreply@unity3d.com <noreply@unity3d.com> Co-authored-by: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Rémi Chapelain <remi.chapelain@unity3d.com>
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I think there's some confusing issues with these instructions. Let's talk through it.
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1. Open image editing software that supports channel editing (such as Adobe Photoshop). | ||
2. Drag your grayscale textures into their respective color channel. For information about which texture belongs in which channel, see [mask map](#MaskMap) and [detail map](#DetailMap).<br /> | ||
2. Import your grayscale textures onto separate layers. |
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Have we made it clear why we have multiple grayscale textures? Wouldn't one texture on one layer would work the same?
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This document describes the format of the mask map and detail map so that you can author your own to use in HDRP. | ||
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To create a mask map: |
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I'd state here that this example uses Adobe Photoshop (so we can be more explicit) but you can use any image editing someware that supports channel editing. Then remove the first instruction.
1. Open image editing software that supports channel editing (such as Adobe Photoshop). | ||
2. Drag your grayscale textures into their respective color channel. For information about which texture belongs in which channel, see [mask map](#MaskMap) and [detail map](#DetailMap).<br /> | ||
2. Import your grayscale textures onto separate layers. | ||
3. Make only one of the layers visble. |
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This would by better phrased by telling the user to hide all layers except one. (I still don't understand why we have multiple layers in the first place though :D)
2. Import your grayscale textures onto separate layers. | ||
3. Make only one of the layers visble. | ||
4. Under **Adjustments**, select **Curves**. | ||
5. Leaving only the color channel you want that texture to be in, set the outputs of the other channels to 0 and the inputs to 4. For information about which texture belongs in which channel, see [mask map](#MaskMap) and [detail map](#DetailMap).<br /> |
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This is a bit of a confusing sentence. Starting with "leaving" is unclear.
instead, start with the instruction to set the outputs of all color channels except the one you need to use for your texture. But I still don't think it's clear here why we need a particular channel for this texture.
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This example uses the alpha channel for transparency. Are we creating a texture with transparency here? Is there a reason you'd need to use a different channel?
3. Make only one of the layers visble. | ||
4. Under **Adjustments**, select **Curves**. | ||
5. Leaving only the color channel you want that texture to be in, set the outputs of the other channels to 0 and the inputs to 4. For information about which texture belongs in which channel, see [mask map](#MaskMap) and [detail map](#DetailMap).<br /> | ||
6. Merge the curve with layer you've just worked on. |
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Did we create a layer on which to apply curves? Usually in photoshop you just apply the curves in the window. I'm not sure why we're talking layers here.
In response to https://fogbugz.unity3d.com/f/cases/1290578/