diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md
index b07508e96a1..ce0c7033b8d 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md
@@ -4,11 +4,12 @@ The tables that follow provide an overview of the **Features** that the High Def
## Camera
-| **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** (HDRP) |
+| **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** |
| ----------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ |
-| HDR | Yes. The Built-in Renderer uses an HDR Texture Format. | Yes. |
-| Anti-Aliasing | Yes. The Built-in Renderer supports multi-sample anti-aliasing (MSAA) for the Forward Renderer.
If you use the Post-processing v2 package, this Render Pipeline also supports:
•Temporal anti-aliasing (TAA).
•Fast approximate anti-aliasing(FXAA).
•Subpixel morphological anti-aliasing (SMAA). | Yes. HDRP supports:
•MSAA, for the Forward Renderer.
•TAA.
•FXAA.
•SMAA. |
-| Physical Camera | Yes. The **Built-in Render Pipeline** only uses physical camera properties to calculate the Camera's field of view. | Yes. HDRP uses physical camera properties to:
•Calculate the Camera's field of view.
•Calculate the exposure of the Scene.
•Calculate the result of certain post-processing effects.. |
+| HDR rendering | Yes. The Built-in Renderer uses an HDR Texture Format. | Yes |
+| HDR output | Yes | No, however this feature is in research for HDRP. For more information, see [High dynamic range](https://docs.unity3d.com/Manual/HDR.html). |
+| Anti-Aliasing | Yes. The Built-in Renderer supports multi-sample anti-aliasing (MSAA) for the Forward Renderer.
If you use the Post-processing v2 package, this Render Pipeline also supports:
• Temporal anti-aliasing (TAA).
• Fast approximate anti-aliasing(FXAA).
• Subpixel morphological anti-aliasing (SMAA). | Yes. HDRP supports:
• MSAA, for the Forward Renderer.
• TAA.
• FXAA.
• SMAA. |
+| Physical Camera | Yes. The **Built-in Render Pipeline** only uses physical camera properties to calculate the Camera's field of view. | Yes. HDRP uses physical camera properties to:
• Calculate the Camera's field of view.
• Calculate the exposure of the Scene.
• Calculate the result of certain post-processing effects.. |
| Dynamic Resolution | | |
| Hardware | Not supported | Yes but only for consoles. |
| Software | Yes. Limited. | Yes. On all platforms. |
@@ -26,9 +27,9 @@ The tables that follow provide an overview of the **Features** that the High Def
| ---------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ |
| Light Types | | |
| Directional | Yes | Yes |
-| Spot | Yes | Yes. Supports the following shapes:
•Cone.
•Pyramid.
•Box. |
+| Spot | Yes | Yes. Supports the following shapes:
• Cone.
• Pyramid.
• Box. |
| Point | Yes | Yes |
-| Area | Yes. Supports the following shapes:
•Rectangle.
•Disk (baked only). | Yes. Supports the following shapes:
•Rectangle.
•Tube.
•Disk (baked only). |
+| Area | Yes. Supports the following shapes:
• Rectangle.
• Disk (baked only). | Yes. Supports the following shapes:
• Rectangle.
• Tube.
• Disk (baked only). |
| Inner Spot Angle | Not supported | Yes |
| Shading | Multiple Passes | Tiled/Clustered |
| Culling | | |
@@ -61,7 +62,7 @@ The tables that follow provide an overview of the **Features** that the High Def
| Shadow Resolve Type | | |
| Lighting Pass | Yes | Yes |
| Screen Space Pass | Yes | Yes |
-| Shadow Bias | Yes. Supports the following types:
•Constant clip space offset.
•Normal bias. | Yes. Supports the following types:
•Slope bias.
•Normal bias. |
+| Shadow Bias | Yes. Supports the following types:
• Constant clip space offset.
• Normal bias. | Yes. Supports the following types:
• Slope bias.
• Normal bias. |
## Batching
@@ -115,14 +116,14 @@ The tables that follow provide an overview of the **Features** that the High Def
| Realtime | Yes | yes |
| Baked | Yes | Yes |
| Sampling | | |
-| Simple | Yes | See [Reflection Hierarchy](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Reflection-in-HDRP.html). |
-| Blend Probes | Yes | See [Reflection Hierarchy](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Reflection-in-HDRP.html). |
-| Blend Probes and Skybox | Yes | See [Reflection Hierarchy](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Reflection-in-HDRP.html). |
+| Simple | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). |
+| Blend Probes | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). |
+| Blend Probes and Skybox | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). |
| Projection | | |
| Box | Yes | Yes |
| Sphere | No | Yes |
| Proxy Volume | Not supported | Yes |
-| Other Reflections | The **Built-in Render Pipeline** also supports screen space reflection. | HDRP supports the following other reflection methods:
•Planar Reflection Probes.
•Screen space reflection.
•Ray-traced reflection. |
+| Other Reflections | The **Built-in Render Pipeline** also supports screen space reflection. | HDRP supports the following other reflection methods:
• Planar Reflection Probes.
• Screen space reflection.
• Ray-traced reflection. |
## Global Illumination (Lightmap Modes)
@@ -136,9 +137,9 @@ The tables that follow provide an overview of the **Features** that the High Def
| **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** |
| ------------ | ------------------------ | ------------------------------------------------------------ |
| Source | | |
-| Skybox | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Creating-a-Custom-Sky.html) and Material. |
-| Gradient | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Creating-a-Custom-Sky.html) and Material. |
-| Color | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Creating-a-Custom-Sky.html) and Material. |
+| Skybox | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. |
+| Gradient | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. |
+| Color | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. |
| Ambient Mode | | |
| Realtime | Yes | Yes |
| Baked | Yes | Yes |
@@ -159,7 +160,7 @@ The tables that follow provide an overview of the **Features** that the High Def
| **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** |
| ------------------- | ------------------------ | ------------------------------------------------------------ |
| Linear | Yes | Not supported |
-| Exponential | Yes | Yes. The [Fog Override](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Override-Fog.html) uses exponential fog. |
+| Exponential | Yes | Yes. The [Fog Override](Override-Fog.md) uses exponential fog. |
| Exponential Squared | Yes | Not supported |
| Local Volumetric | No | Yes |
@@ -169,7 +170,7 @@ The tables that follow provide an overview of the **Features** that the High Def
| --------------------------- | --------------------------------------------- | ------------------------------------------------------------ |
| Shader Graph | Not supported | Yes |
| Surface Shaders | Yes | Not supported |
-| Camera-relative Rendering | Not supported | Yes. See [Camera Relative Rendering](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Camera-Relative-Rendering.html). |
+| Camera-relative Rendering | Not supported | Yes. See [Camera Relative Rendering](Camera-Relative-Rendering.md). |
| Standard Lit Shader | | |
| Metallic Workflow | Yes | Yes |
| Specular Workflow | Yes | Yes |
@@ -181,8 +182,8 @@ The tables that follow provide an overview of the **Features** that the High Def
| Additive | Not supported | Yes |
| Multiply | Not supported | Not supported |
| Decals | Not supported | Yes. To create decals in HDRP, you can use a decal Mesh or a decal projector. |
-| Detail Maps | Yes. You can assigned albedo and normal maps. | Yes. HDRP uses the [mask and detail maps]() to combine maps such ask albedo, normals, and smoothness |
-| Advanced Material Options | None | HDRP supports the following advanced Materials:
•Anisotropic.
•Subsurface Scattering.
•Iridescence.
•Translucence. |
+| Detail Maps | Yes. You can assigned albedo and normal maps. | Yes. HDRP uses the [mask and detail maps](Mask-Map-and-Detail-Map.md) to combine maps such ask albedo, normals, and smoothness |
+| Advanced Material Options | None | HDRP supports the following advanced Materials:
• Anisotropic.
• Subsurface Scattering.
• Iridescence.
• Translucence. |
| Surface Inputs | | |
| Albedo (Base Map) | Yes | Yes |
| Specular | Yes | Yes |
@@ -241,8 +242,8 @@ The tables that follow provide an overview of the **Features** that the High Def
| **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** |
| --------------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ |
| Implementation | Uses Post-Processing Version 2 package. | Native Post-Processing solution embedded in HDRP package |
-| Ambient Occlusion | Yes. The **Built-in Render Pipeline** supports:
•Multi-scale ambient occlusion. | Yes. HDRP supports:
•Ground truth ambient occlusion.
•[Ray-traced ambient occlusion](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Ray-Traced-Ambient-Occlusion.html). |
-| Exposure | Yes. The **Built-in Render Pipeline** supports:
•Fixed exposure.
•Automatic exposure. | Yes. HDRP supports:
•Fixed exposure.
•Automatic (Eye adaptation).
•Curve Mapping.
•Physical Camera settings |
+| Ambient Occlusion | Yes. The **Built-in Render Pipeline** supports:
• Multi-scale ambient occlusion. | Yes. HDRP supports:
• Ground truth ambient occlusion.
• [Ray-traced ambient occlusion](Ray-Traced-Ambient-Occlusion.md). |
+| Exposure | Yes. The **Built-in Render Pipeline** supports:
• Fixed exposure.
• Automatic exposure. | Yes. HDRP supports:
• Fixed exposure.
• Automatic (Eye adaptation).
• Curve Mapping.
• Physical Camera settings |
| Bloom | Yes | Yes |
| Chromatic Aberration | Yes | Yes |
| Color Grading / Tonemapping | Yes | Yes |