diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Guide.md b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Guide.md
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--- a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Guide.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Guide.md
@@ -1,31 +1,32 @@
# Using the Graphics Compositor
-To open the Graphics Compositor window in the Unity Editor, select **Window > Rendering > Graphics Compositor** from the menu. From this window, you can enable the Graphics Compositor and control its configuration. The first time you enable the Graphics Compositor, it automatically uses a default *"pass-through"* composition profile that forwards the output of the main [Camera](HDRP-Camera.md) to the final composed frame. You can add more [Layers](#layer-types) to this profile and edit their properties or you can load another profile from disk. For information on the properties in the Compositor window, see [Compositor window](Compositor-User-Options.md).
+To open the Graphics Compositor window in the Unity Editor, select **Window > Rendering > Graphics Compositor** from the menu. From this window, you can enable the Graphics Compositor and control its configuration. The first time you enable the Graphics Compositor, it automatically uses a default pass-through composition profile that forwards the output of the main [Camera](HDRP-Camera.md) to the final composed frame. You can add more [Layers](#layer-types) to this profile and edit their properties or you can load another profile from disk. For information on the properties in the Compositor window, see [Compositor window](Compositor-User-Options.md).
## General Workflow
-- The composition output render in the Game view, while you can edit the scene in the Scene view. To have a live preview of the output, it is best practice to have the Scene view and Game view side-by-side, or undock the Game view from the Editor and put it on a separate monitor (if available).
-- If the Game view is set to show **Display 1**, , make sure the Graphics Compositor outputs (in the Compositor window) to **Display 1**. Furthermore, you should set any Cameras in the scene to output to other displays, such as **Display 2** or **Display 3**. This ensures that no unnecessary drawing operations occur and that there are no conflicts in the display output.
+* The composition output render in the Game view, while you can edit the scene in the Scene view. To have a live preview of the output, it's best practice to have the Scene view and Game view side-by-side, or undock the Game view from the Editor and put it on a separate monitor (if available).
+* If you set the Game view to show **Display 1**, , make sure the Graphics Compositor outputs (in the Compositor window) to **Display 1**. Furthermore, you should set any Cameras in the scene to output to other displays, such as **Display 2** or **Display 3**. This ensures that no unnecessary drawing operations occur and that there are no conflicts in the display output.
## Alpha-based composition
-Many compositing operations require an alpha channel. To properly use all features of the graphics compositor, it is recommended (but not necessary) to:
-- Set the color buffer format for Rendering to 16-bit half float (R16G16B16A16)
-- Set the buffer format for post-processing to 16-bit half float (R16G16B16A16)
+Many compositing operations require an alpha channel. To use all features of the graphics compositor, it's recommended to:
+* Set the color buffer format for Rendering to 16-bit half float (R16G16B16A16)
+* Set the buffer format for post-processing to 16-bit half float (R16G16B16A16)
Both buffer format options are in the [HDRP Asset](HDRP-Asset.md). If the compositor detects a buffer format without an alpha channel, it displays a warning. For more information, seen [Alpha Output](Alpha-Output.md).
## Layer Types
The Graphics Compositor tool typically handles two types of layers:
-- **Composition Layers**: The composition layers are the render targets (images) the compositor blends together to produce the final image. You can define them in the [Composition Graph](#composition-graph). The Composition Graph defines the number of layers and how to combine them but does not define each layer's content.
-- **Sub-layers**: The sub-layers are responsible for generating the content of the composition layers. You can define them in the Graphics Compositor window, in the [Render Schedule](#render-schedule) section. You can stack multiple Sub-layers to define the content of a Composition Layer. In this case all Sub-layers share the same render target.
+* **Composition Layers**: The composition layers are the render targets (images) the compositor blends together to produce the final image. You can define them in the [Composition Graph](#composition-graph). The Composition Graph defines the number of layers and how to combine them but doesn't define each layer's content.
+* **Sub-layers**: The sub-layers are responsible for generating the content of the composition layers. You can define them in the Graphics Compositor window, in the [Render Schedule](#render-schedule) section. You can stack multiple Sub-layers to define the content of a Composition Layer. In this case all Sub-layers share the same render target.
## Composition Graph
-To produce the output image, the Graphics Compositor uses a graph of compositing operations that combine a number of Composition Layers. Specifically, the Graphics Compositor uses the [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html) with an [Unlit Master Node](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Unlit-Master-Node.html) as its target. To specify the output image, the Compositor uses the value you connect to the **Color** port. You do not need to connect any other ports on the Master Node.
+To produce the output image, the Graphics Compositor uses a graph of compositing operations that combine several Composition Layers. Specifically, the Graphics Compositor uses the [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html) with an [Unlit Master Node](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Unlit-Master-Node.html) as its target. To specify the output image, the Compositor uses the value you connect to the **Color** port. You don't need to connect any other ports on the Master Node.
**Note**: When the output of the composition is to a render target, the Material you create from the Master Node must be double-sided.
When you create a Composition Graph, there are two main types of input property you can expose:
-- **Composition Layer**: Any **Texture2D** properties act as Composition Layers which correspond to a layer the graph composites to generate the final frame. These properties appear automatically as Composition Layers in the [Render Schedule](#render-schedule) section of the Graphics Compositor window. The **Mode** option for them in Shader Graph corresponds to the default value the Shader uses when you toggle off the visibility of the layer in the Render Schedule list.
**Note**: By default, this value is set to white, but for many compositing operations and behaviors, you may want to set this to black instead.
-- **Composition Parameters**: This refers to any exposed property that is not a Texture2D. Composition Parameters can control various aspects of the composition. Examples of Composition Parameters include a Float input to control the overall brightness or a Color input to tint a Texture2D. These properties appear automatically in the [Composition Parameters](#composition-parameters) section of the Graphics Compositor window.
+
+* **Composition Layer**: Any **Texture2D** properties act as Composition Layers which correspond to a layer the graph composites to generate the final frame. These properties appear automatically as Composition Layers in the [Render Schedule](#render-schedule) section of the Graphics Compositor window. The **Mode** option for them in Shader Graph corresponds to the default value the Shader uses when you toggle off the visibility of the layer in the Render Schedule list.
**Note**: By default, this value is set to white, but for many compositing operations and behaviors, you may want to set this to black instead.
+* **Composition Parameters**: This refers to any exposed property that'sn't a Texture2D. Composition Parameters can control various aspects of the composition. Examples of Composition Parameters include a Float input to control the overall brightness or a Color input to tint a Texture2D. These properties appear automatically in the [Composition Parameters](#composition-parameters) section of the Graphics Compositor window.
The following graph contains examples of the property types described above. The **Logo** property is an example of a Composition Layer and the **Opacity** property is an example of an input property to control an aspect of the composition:
@@ -41,9 +42,9 @@ Similarly, to delete a Composition Layer, remove the corresponding Texture 2D pr
## Adding content to Composition Layers
Each Composition Layer can source its content from one or more Sub-layers. There are three types of Sub-layer:
-- **Camera Sub-layer:** The source of the content is a Unity Camera. You can select which Camera to use in the properties of the Sub-layer.
-- **Video Sub-layer:** The source of the content is a Unity Video Player. You can select which Video Player to use in the properties of the Sub-layer.
-- **Image Sub-layer:** The source of the content is a static image. You can select which image to use in the properties of the Sub-layer.
+* **Camera Sub-layer:** The source of the content is a Unity Camera. You can select which Camera to use in the properties of the Sub-layer.
+* **Video Sub-layer:** The source of the content is a Unity Video Player. You can select which Video Player to use in the properties of the Sub-layer.
+* **Image Sub-layer:** The source of the content is a static image. You can select which image to use in the properties of the Sub-layer.
To add a Sub-layer to a Composition Layer, select the Composition Layer and click the **Add** drop-down button. From the drop-down, you can select the type of Sub-layer.
@@ -51,23 +52,23 @@ To remove a Sub-layer, select the Sub-layer and click the **Delete** button.