diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md index de1b3136bdf..eda596badaf 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md @@ -16,9 +16,10 @@ The HDRP Camera shares many properties with the [Standard Unity Camera](https:// | **Background Color** | Use the HDR color picker to select the color that the Camera uses to clear the screen before it renders a frame. The Camera uses this color if:You select **Color** from the **Background Type** drop-down.You select **Sky** from the **Background Type** drop-down and there is no valid sky for the Camera to use. | | **Culling Mask** | Use the drop-down to set the Layer Mask that the Camera uses to exclude GameObjects from the rendering process. The Camera only renders Layers that you include in the Layer Mask. | | **Volume Layer Mask** | Use the drop-down to set the Layer Mask that defines which Volumes affect this Camera. | -| **Volume Anchor Override** | Assign a Transform that the [Volume](Volumes.html) system uses to handle the position of this Camera. For example, if your application uses a third person view of a character, set this property to the character's Transform. The Camera then uses the post-processing and Scene settings for Volumes that the character enters.If you do not assign a Transform, the Camera uses its own Transform instead. | +| **Volume Anchor Override** | Assign a Transform that the [Volume](Volumes.html) system uses to handle the position of this Camera. For example, if your application uses a third person view of a character, set this property to the character's Transform. The Camera then uses the post-processing and Scene settings for Volumes that the character enters. If you do not assign a Transform, the Camera uses its own Transform instead. | | **Probe Layer Mask** | Use the drop-down to set the Layer Mask that the Camera uses to exclude environment lights (light from Planar Reflection Probes and Reflection Probes). The Camera only uses Reflection Probes on Layers that you include in this Layer Mask. | | **Occlusion Culling** | Enable the checkbox to make this Camera not render GameObjects that are not currently visible. For more information, see the [Occlusion Culling documentation](). | +| **Exposure Target** | The GameObject to center the [Auto Exposure](Override-Exposure.md) procedural mask around. | | **Projection** | Use the drop-down to select the projection mode for the Camera.
• **Perspective**: The Camera simulates perspective when it renders GameObjects. This means that GameObjects further from the Camera appear smaller than GameObjects that are closer.
• **Orthographic**: The Camera renders GameObjects uniformly with no perspective. This means that GameObjects further from the Camera appear to be the same size as GameObjects that are closer. Currently, HDRP does not support this projection mode. If you select this projection mode, any HDRP feature that requires lighting does not work consistently. However, this projection mode does work consistently with [Unlit](Unlit-Shader.md) Materials. | | **FOV Axis** | Use the drop-down to select the axis that you want the field of view to relate to.
• **Vertical**: Allows you to set the **Field of View** using the vertical axis.
• **Horizontal**: Allows you to set the **Field of View** using the horizontal axis.This property only appears when you select **Perspective** from the **Projection** drop-down. | | **Field of View** | Use the slider to set the viewing angle for the Camera, in degrees.
This property only appears when you select **Perspective** from the **Projection** drop-down. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure4.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure4.png new file mode 100644 index 00000000000..2cdd7f2cb5b --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure4.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c89c1eabab15e6e9a18552577477bc87f15d4219497cd5d2afe608f4cb0e3986 +size 1117687 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure5.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure5.png new file mode 100644 index 00000000000..c7f5fac111f --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure5.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:76588e87c48fac4b29437a97069a1215d2187d5b3f5daa6736ac5a4a4c7ebb11 +size 2631596 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure6.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure6.png new file mode 100644 index 00000000000..aa07648a6b2 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-Exposure6.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:73dfd5df5f0fc8baed4959df41c3ba7a681a20d06fa4c500ba1b93d0cd729e52 +size 1378210 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md index 475caf675b9..cc61fd2beac 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md @@ -15,7 +15,7 @@ To work with physically-based lighting and Materials, you need to set up the Sce | **Property** | **Description** | | ------------ | ------------------------------------------------------------ | -| **Mode** | Use the drop-down to select the method that HDRP uses to process exposure:
• [**Fixed**](#FixedProperties): Allows you to manually sets the Scene exposure.
• [**Automatic**](#AutomaticProperties): Automatically sets the exposure depending on what is on screen.
• [**Curve Mapping**](#CurveMappingProperties): Maps the current Scene exposure to a custom curve.
• [**Use Physical Camera**](#UsePhysicalCameraProperties): Uses the current physical Camera settings to set the Scene exposure. | +| **Mode** | Use the drop-down to select the method that HDRP uses to process exposure:
• [**Fixed**](#FixedProperties): Allows you to manually sets the Scene exposure.
• [**Automatic**](#AutomaticProperties): Automatically sets the exposure depending on what is on screen.
• [**Automatic Histogram**](#AutomaticHistogram): Extends Automatic exposure with histogram control.
• [**Curve Mapping**](#CurveMappingProperties): Maps the current Scene exposure to a custom curve.
• [**Use Physical Camera**](#UsePhysicalCameraProperties): Uses the current physical Camera settings to set the Scene exposure. | @@ -49,6 +49,22 @@ The human eye can function in both very dark and very bright areas. However, at | **Mode** | Use the drop-down to select the method that HDRP uses to change the exposure when the Camera moves from dark to light and vice versa:
• **Progressive**: The exposure changes over the period of time defined by the **Speed Dark to Light** and **Speed Light to Dark** property fields.
• **Fixed**: The exposure changes instantly. Note: The Scene view uses **Fixed**. | | **Speed Dark to Light** | Set the speed at which the exposure changes when the Camera moves from a dark area to a bright area.
This property only appears when you set the **Mode** to **Progressive**. | | **Speed Light to Dark** | Set the speed at which the exposure changes when the Camera moves from a bright area to a dark area.
This property only appears when you set the **Mode** to **Progressive**. | +| **Target Mid Gray** | Sets the desired Mid gray level used by the auto exposure (i.e. to what grey value the auto exposure system maps the average scene luminance).
Note that the lens model used in HDRP is not of a perfect lens, hence it will not map precisely to the selected value. | + + + +### Automatic Histogram + +The automatic histogram is an extension of the [**Automatic**](#AutomaticProperties) mode. In order to achieve a more stable exposure result, this mode calculates a histogram of the image which makes it possible exclude parts of the image from the exposure calculation. This is useful to discard very bright or very dark areas of the screen. + +To control this process, in addition to the properties for **Automatic** mode, this mode includes the following properties: + +#### Properties + +| **Property** | **Description** | +| ------------------------- | ------------------------------------------------------------ | +| **Histogram Percentages** | Use this field to select the range of the histogram to consider for auto exposure calculations. The values for this field are percentiles. This means that, for example, if you set the low percentile to *X*, if a pixel has a lower intensity than (100-*X*)% of all the pixels on screen, HDRP discards it from the exposure calculation. Similarly, if you set the higher percentile to *Y*, it means that if a pixel has a higher intensity than *Y*%, HDRP discards it from the exposure calculation.
This allows the exposure calculation to discard unwanted outlying values in the shadows and highlight regions. | +| **Use Curve Remapping** | Specifies whether to apply curve mapping on top of this exposure mode or not. For information on curve mapping properties, see the [Curve Mapping section](#Curve Mapping). | @@ -67,6 +83,19 @@ To configure **Automatic Mode**, select the **Metering Mode**. This tells the Ca - **Mask Weighted**: The Camera applies a weight to every pixel in the buffer then uses the weights to measure the exposure. To specify the weighting, this technique uses the Texture set in the **Weight Texture Mask** field. Note that, if you do not provide a Texture, this metering mode is equivalent to **Average**. +- **Procedural Mask**: The Camera applies applies a weight to every pixel in the buffer then uses the weights to measure the exposure. The weights are generated using a mask that is procedurally generated with the following parameters: + + | **Property** | **Description** | + | --------------------------------- | ------------------------------------------------------------ | + | **Center Around Exposure target** | Whether the procedural mask will be centered around the GameObject set as Exposure Target in the [Camera](HDRP-Camera.html). | + | **Center** | Sets the center of the procedural metering mask ([0,0] being bottom left of the screen and [1,1] top right of the screen). Available only when **Center Around Exposure target** is disabled. | + | **Offset** | Sets an offset to where mask is centered . Available only when **Center Around Exposure target** is enabled. | + | **Radii** | Sets the radii (horizontal and vertical) of the procedural mask, in terms of fraction of the screen (i.e. 0.5 means a radius that stretches half of the screen). | + | **Softness** | Sets the softness of the mask, the higher the value the less influence is given to pixels at the edge of the mask. | + | **Mask Min Intensity** | All pixels below this threshold (in EV100 units) will be assigned a weight of 0 in the metering mask. | + | **Mask Max Intensity** | All pixels above this threshold (in EV100 units) will be assigned a weight of 0 in the metering mask. | + + Next, set the **Limit Min** and **Limit Max** to define the minimum and maximum exposure values respectively. Move between light and dark areas of your Scene and alter each property until you find the perfect values for your Scene. @@ -98,4 +127,45 @@ This mode mainly relies on the [Camera’s](https://docs.unity3d.com/Manual/clas | **Property** | **Description** | | ---------------- | ------------------------------------------------------------ | -| **Compensation** | Set the value that the Camera uses to compensate the automatically computed exposure value. This is useful if you want to over or under expose the Scene. This works similarly to how exposure compensation works on most cameras. | \ No newline at end of file +| **Compensation** | Set the value that the Camera uses to compensate the automatically computed exposure value. This is useful if you want to over or under expose the Scene. This works similarly to how exposure compensation works on most cameras. | + + + +### Exposure Debug Modes + +HDRP offers several debug modes to help you to set the correct exposure for your scene. You can activate these in the [Debug window](Render-Pipeline-Debug-Window.md). + +#### Scene EV100 Values + +This debug mode shows a heat map of the scene luminance converted to [EV100](Physical-Light-Units.md#EV) units across the screen. This is useful to determine the distribution of intensity across the screen which can help you to identify whether you have set the right exposure limits. It is also an informative view on how the brightness is distributed in your scene. + +Furthermore, this debug view shows the numerical value of the pixel at the center of the screen. It also displays this value in the heatmap indicator at the bottom of the screen to show where it is relative to the full range. + + +![](Images/Override-Exposure4.png) + + + +#### Histogram View + +In **Automatic Histogram** mode, if may be difficult to set the upper and lower brightness percentages without a references. To help with this, HDRP includes the Histogram debug view which shows an overview of what the scene brightness distribution looks like. + +![](Images/Override-Exposure5.png) + +There are two places this debug mode displays information. On the screen and on a histogram at the bottom of the screen. Both of these methods show whether the exposure algorithm accepts or excludes a particular brightness value. To do this on the screen, the debug mode overlays excluded pixels with a particular color. The histogram draws bars that use the same colors to show the range of brightness values and their validity. The colors correspond to: + +* **Blue**: The brightness value is below the lower percentile and is excluded. +* **Red**: The brightness value is above the higher percentile and is excluded. +* **White**: The brightness value is between the upper and lower percentiles and is accepted. + +At the bottom of the histogram, a yellow arrow points to the target exposure, while a grey arrow points at the current exposure. + +If you enable the **Show Tonemap Curve** option, the debug view overlays the curve used to tonemap to the histogram view. + +By default, the values on the x-axis are fixed, however, you can also make the histogram fix around the current exposure. To do this, enable the **Center Around Exposure** option. This can be useful to fix the tonemap curve overlay and have a clearer view on how the scene distributes under that curve. + +#### Metering Weighted + +The Metering Weighted debug view displays the scene alongside a picture of what the scene looks like after HDRP weights it with the metering mask. This is particularly useful to set up the procedural metering masks or determine the right texture mask. + +![](Images/Override-Exposure6.png) \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md index a7f9e88c5d8..79957b7e60e 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md @@ -44,7 +44,7 @@ To display the current active item independently of the debug window: ## Decals panel -The **Decals** panel has tools that you can use to debug [decals](Decal-Shader.html) in your project. +The **Decals** panel has tools that you can use to debug [decals](Decal-Shader.md) in your project. | **Debug Option** | **Description** | | ----------------- | ------------------------------------------------------------ | @@ -86,11 +86,11 @@ The **Material** panel has tools that you can use to visualize different Materia | **Attributes** | Use the drop-down to select a 3D GameObject attribute, like Texture Coordinates or Vertex Color, to visualize on screen. | | **Properties** | Use the drop-down to select a property that the debugger uses to highlight GameObjects on screen. The debugger highlights GameObjects that use a Material with the property that you select. | | **GBuffer** | Use the drop-down to select a property to visualize from the GBuffer for deferred Materials. | -| **Material Validator** | Use the drop-down to select properties to show validation colors for.
• **Diffuse Color**: Select this option to check if the diffuse colors in your Scene adheres to an acceptable [PBR](Glossary.html#PhysicallyBasedRendering) range. If the Material color is out of this range, the debugger displays it in the **Too High Color** color if it is above the range, or in the **Too Low Color** if it is below the range.
• **Metal or SpecularColor**: Select this option to check if a pixel contains a metallic or specular color that adheres to an acceptable PBR range. If it does not, the debugger highlights it in the **Not A Pure Metal Color**.For information about the acceptable PBR ranges in Unity, see the [Material Charts documentation](https://docs.unity3d.com/Manual/StandardShaderMaterialCharts.html). | -| **- Too High Color** | Use the color picker to select the color that the debugger displays when a Material's diffuse color is above the acceptable PBR range. This property only appears when you select **Diffuse Color** or **Metal or SpecularColor** from the **Material Validator** drop-down. | -| **- Too Low Color** | Use the color picker to select the color that the debugger displays when a Material's diffuse color is below the acceptable PBR range. This property only appears when you select **Diffuse Color** or **Metal or SpecularColor** from the **Material Validator** drop-down. | -| **- Not A Pure Metal Color** | Use the color picker to select the color that the debugger displays if a pixel defined as metallic has a non-zero albedo value. The debugger only highlights these pixels if you enable the **True Metals** checkbox. This property only appears when you select **Diffuse Color** or **Metal or SpecularColor** from the **Material Validator** drop-down. | -| **- Pure Metals** | Enable the checkbox to make the debugger highlight any pixels which Unity defines as metallic, but which have a non-zero albedo value. The debugger uses the **Not A Pure Metal Color** to highlight these pixels. This property only appears when you select **Diffuse Color** or **Metal or SpecularColor** from the **Material Validator** drop-down. | +| **Material Validator** | Use the drop-down to select properties to show validation colors for.
• **Diffuse Color**: Select this option to check if the diffuse colors in your Scene adheres to an acceptable [PBR](Glossary.md#PhysicallyBasedRendering) range. If the Material color is out of this range, the debugger displays it in the **Too High Color** color if it is above the range, or in the **Too Low Color** if it is below the range.
• **Metal or SpecularColor**: Select this option to check if a pixel contains a metallic or specular color that adheres to an acceptable PBR range. If it does not, the debugger highlights it in the **Not A Pure Metal Color**.For information about the acceptable PBR ranges in Unity, see the [Material Charts documentation](https://docs.unity3d.com/Manual/StandardShaderMaterialCharts.html). | +| **- Too High Color** | Use the color picker to select the color that the debugger displays when a Material's diffuse color is above the acceptable PBR range.
This property only appears when you select **Diffuse Color** or **Metal or SpecularColor** from the **Material Validator** drop-down. | +| **- Too Low Color** | Use the color picker to select the color that the debugger displays when a Material's diffuse color is below the acceptable PBR range.
This property only appears when you select **Diffuse Color** or **Metal or SpecularColor** from the **Material Validator** drop-down. | +| **- Not A Pure Metal Color** | Use the color picker to select the color that the debugger displays if a pixel defined as metallic has a non-zero albedo value. The debugger only highlights these pixels if you enable the **True Metals** checkbox.
This property only appears when you select **Diffuse Color** or **Metal or SpecularColor** from the **Material Validator** drop-down. | +| **- Pure Metals** | Enable the checkbox to make the debugger highlight any pixels which Unity defines as metallic, but which have a non-zero albedo value. The debugger uses the **Not A Pure Metal Color** to highlight these pixels.
This property only appears when you select **Diffuse Color** or **Metal or SpecularColor** from the **Material Validator** drop-down. | @@ -98,30 +98,36 @@ The **Material** panel has tools that you can use to visualize different Materia The **Lighting** panel has tools that you can use to visualize various components of the lighting system in your Scene, like, shadowing and direct/indirect lighting. -| **Shadow Debug Option** | **Description** | -| ------------------------------------ | ------------------------------------------------------------ | -| **Debug Mode** | Use the drop-down to select which shadow debug information to overlay on the screen.
•**None**: Select this mode to remove the shadow debug information from the screen.
• **VisualizePunctualLightAtlas**: Select this mode to overlay the shadow atlas for [punctual Lights](Glossary.html#PunctualLight) in your Scene.
• **VisualizeDirectionalLightAtlas**: Select this mode to overlay the shadow atlas for Directional Lights in your Scene.
• **VisualizeAreaLightAtlas**: Select this mode to overlay the shadow atlas for area Lights in your Scene.
• **VisualizeShadowMap**: Select this mode to overlay a single shadow map for a Light in your Scene.
• **SingleShadow**: Select this mode to replace the Scene's lighting with a single Light. To select which Light to isolate, see **Use Selection** or **Shadow Map Index**.| -| **- Use Selection** | Enable the checkbox to show the shadow map for the Light you select in the Scene. This property only appears when you select **VisualizeShadowMap** or **SingleShadow** from the **Shadow Debug Mode** drop-down. | -| **- Shadow Map Index** | Use the slider to select the index of the shadow map to view. To use this property correctly, you must have at least one [Light](Light-Component.html) in your Scene that uses shadow maps. | -| **Global Scale Factor** | Use the slider to set the global scale that HDRP applies to the shadow rendering resolution. | -| **Clear Shadow Atlas** | Enable the checkbox to clear the shadow atlas every frame. | -| **Range Minimum Value** | Set the minimum shadow value to display in the various shadow debug overlays. | -| **Range Maximum Value** | Set the maximum shadow value to display in the various shadow debug overlays. | - -| **Lighting Debug Option** | **Description** | -| ------------------------------------ | ------------------------------------------------------------ | -| **Show Lights By Type** | Allows the user to enable or disable lights in the scene based on their type.| -| **- Directional Lights** | Enable the checkbox to see Directional Lights in your Scene. Disable this checkbox to remove Directional Lights from your Scene's lighting. | -| **- Punctual Lights** | Enable the checkbox to see [Punctual Lights](Glossary.html#PunctualLight) in your Scene. Disable this checkbox to remove Punctual Lights from your Scene's lighting. | -| **- Area Lights** | Enable the checkbox to see Area Lights in your Scene. Disable this checkbox to remove Aera Lights from your Scene's lighting. | -| **- Reflection Probes** | Enable the checkbox to see Reflection Probes in your Scene. Disable this checkbox to remove Reflection Probes from your Scene's lighting. | -| **Debug Mode** | Use the drop-down to select a lighting mode to debug. For example, you can visualize diffuse lighting, specular lighting, direct diffuse lighting, direct specular lighting, indirect diffuse lighting, indirect specular lighting, emissive lighting and Directional Light shadow cascades. | -| **Hierarchy Debug Mode** | Use the drop-down to select a light type to show the direct lighting for or a Reflection Probe type to show the indirect lighting for. | -| **Light Layers Visualization** | Enable the checkbox to visualize light layers of objects in your Scene. | -| **- Use Selected Light** | Enable the checkbox to visualize objects affected by the selected light. | -| **- Switch to Light's Shadow Layers**| Enable the checkbox to visualize objects casting shadows for the selected light. | -| **- Filter Layers** | Use the drop-down to filter light layers that you want to visialize. Objects having a matching layer will be displayed in a specific color. | -| **- Layers Color** | Use the color pickers to select the display color of each light layer. | +| **Shadow Debug Option** | **Description** | +| ----------------------- | ------------------------------------------------------------ | +| **Debug Mode** | Use the drop-down to select which shadow debug information to overlay on the screen.
•**None**: Select this mode to remove the shadow debug information from the screen.
• **VisualizePunctualLightAtlas**: Select this mode to overlay the shadow atlas for [punctual Lights](Glossary.md#PunctualLight) in your Scene.
• **VisualizeDirectionalLightAtlas**: Select this mode to overlay the shadow atlas for Directional Lights in your Scene.
• **VisualizeAreaLightAtlas**: Select this mode to overlay the shadow atlas for area Lights in your Scene.
• **VisualizeShadowMap**: Select this mode to overlay a single shadow map for a Light in your Scene.
• **SingleShadow**: Select this mode to replace the Scene's lighting with a single Light. To select which Light to isolate, see **Use Selection** or **Shadow Map Index**. | +| **- Use Selection** | Enable the checkbox to show the shadow map for the Light you select in the Scene.
This property only appears when you select **VisualizeShadowMap** or **SingleShadow** from the **Shadow Debug Mode** drop-down. | +| **- Shadow Map Index** | Use the slider to select the index of the shadow map to view. To use this property correctly, you must have at least one [Light](Light-Component.md) in your Scene that uses shadow maps. | +| **Global Scale Factor** | Use the slider to set the global scale that HDRP applies to the shadow rendering resolution. | +| **Clear Shadow Atlas** | Enable the checkbox to clear the shadow atlas every frame. | +| **Range Minimum Value** | Set the minimum shadow value to display in the various shadow debug overlays. | +| **Range Maximum Value** | Set the maximum shadow value to display in the various shadow debug overlays. | + +| **Lighting Debug Option** | **Description** | +| ------------------------------------- | ------------------------------------------------------------ | +| **Show Lights By Type** | Allows the user to enable or disable lights in the scene based on their type. | +| **- Directional Lights** | Enable the checkbox to see Directional Lights in your Scene. Disable this checkbox to remove Directional Lights from your Scene's lighting. | +| **- Punctual Lights** | Enable the checkbox to see [Punctual Lights](Glossary.md#PunctualLight) in your Scene. Disable this checkbox to remove Punctual Lights from your Scene's lighting. | +| **- Area Lights** | Enable the checkbox to see Area Lights in your Scene. Disable this checkbox to remove Aera Lights from your Scene's lighting. | +| **- Reflection Probes** | Enable the checkbox to see Reflection Probes in your Scene. Disable this checkbox to remove Reflection Probes from your Scene's lighting. | +| **Debug Mode** | Use the drop-down to select a lighting mode to debug. For example, you can visualize diffuse lighting, specular lighting, direct diffuse lighting, direct specular lighting, indirect diffuse lighting, indirect specular lighting, emissive lighting and Directional Light shadow cascades. | +| **Hierarchy Debug Mode** | Use the drop-down to select a light type to show the direct lighting for or a Reflection Probe type to show the indirect lighting for. | +| **Light Layers Visualization** | Enable the checkbox to visualize light layers of objects in your Scene. | +| **- Use Selected Light** | Enable the checkbox to visualize objects affected by the selected light. | +| **- Switch to Light's Shadow Layers** | Enable the checkbox to visualize objects casting shadows for the selected light. | +| **- Filter Layers** | Use the drop-down to filter light layers that you want to visialize. Objects having a matching layer will be displayed in a specific color. | +| **- Layers Color** | Use the color pickers to select the display color of each light layer. | +| **Exposure ** | Allows you to select an [Exposure](Override-Exposure.md) debug mode to use. | +| **- Debug Mode** | Use the drop-down to select a debug mode. See [Exposure](Override-Exposure.md) documentation for more information. | +| - **Show Tonemap curve** | Enable the checkbox to overlay the tonemap curve to the histogram debug view.
This property only appears when you select **HistogramView** from **Debug Mode**. | +| **- Center Around Exposure** | Enable the checkbox to overlay the center the histogram around the current exposure value.
This property only appears when you select **HistogramView** from **Debug Mode**. | +| **- Debug Lens Attenuation** | Sets the imperfection factor that the lens HDRP uses for exposure calculations. The higher the value, the less the lens disperses light. | +| **- Debug Exposure Compensation** | Set an additional exposure compensation for debug purposes. | | **Material Override** | **Description** | | ------------------------------------ | ------------------------------------------------------------ | @@ -137,13 +143,13 @@ The **Lighting** panel has tools that you can use to visualize various component | **Debug Option** | **Description** | | ------------------------------------ | ------------------------------------------------------------ | -| **Fullscreen Debug Mode** | Use the drop-down to select a fullscreen lighting effect to debug. For example, you can visualize [Contact Shadows](Override-Contact-Shadows.html), the depth pyramid, and indirect diffuse lighting. | +| **Fullscreen Debug Mode** | Use the drop-down to select a fullscreen lighting effect to debug. For example, you can visualize [Contact Shadows](Override-Contact-Shadows.md), the depth pyramid, and indirect diffuse lighting. | | **Tile/Cluster Debug** | Use the drop-down to select an internal HDRP lighting structure to visualize on screen.
• **None**: Select this option to turn off this debug feature.
• **Tile**: Select this option to show an overlay of each lighting tile, and the number of lights in them.
• **Cluster**: Select this option to show an overlay of each lighting cluster that intersects opaque geometry, and the number of lights in them.
• **Material Feature Variants**: Select this option to show the index of the lighting Shader variant that HDRP uses for a tile. You can find variant descriptions in the *lit.hlsl* file. | -| **- Tile/Cluster Debug By Category** | Use the drop-down to select the Light type that you want to show the Tile/Cluster debug information for. The options include [Light Types](Light-Component.html), [Decals](Decal-Projector.html), and [Density Volumes](Density-Volume.html).This property only appears when you select **Tile** or **Cluster** from the **Tile/Cluster Debug** drop-down. | +| **- Tile/Cluster Debug By Category** | Use the drop-down to select the Light type that you want to show the Tile/Cluster debug information for. The options include [Light Types](Light-Component.md), [Decals](Decal-Projector.md), and [Density Volumes](Density-Volume.md).
This property only appears when you select **Tile** or **Cluster** from the **Tile/Cluster Debug** drop-down. | | **Display Sky Reflection** | Enable the checkbox to display an overlay of the cube map that the current sky generates and HDRP uses for lighting. | -| **- Sky Reflection Mipmap** | Use the slider to set the mipmap level of the sky reflection cubemap. Use this to view the sky reflection cubemap's different mipmap levels.This property only appears when you enable the **Display Sky Reflection** checkbox. | +| **- Sky Reflection Mipmap** | Use the slider to set the mipmap level of the sky reflection cubemap. Use this to view the sky reflection cubemap's different mipmap levels.
This property only appears when you enable the **Display Sky Reflection** checkbox. | | **Display Light Volumes** | Enable the checkbox to show an overlay of all light bounding volumes. | -| **- Light Volume Debug Type** | Use the drop-down to select the method HDRP uses to display the light volumes.**Gradient**: Select this option to display the light volumes as a gradient.**ColorAndEdge**: Select this option to display the light volumes as a plain color (a different color for each Light Type) with a red border for readability.This property only appears when you enable the **Display Light Volumes** checkbox. | +| **- Light Volume Debug Type** | Use the drop-down to select the method HDRP uses to display the light volumes.**Gradient**: Select this option to display the light volumes as a gradient.**ColorAndEdge**: Select this option to display the light volumes as a plain color (a different color for each Light Type) with a red border for readability.
This property only appears when you enable the **Display Light Volumes** checkbox. | | **- Max Debug Light Count** | Use the slider to rescale the gradient. Lower this value to make the screen turn red faster. Use this property to change the maximum acceptable number of lights for your application and still see areas in red. This property only appears when you enable the **Display Light Volumes** checkbox. | | **Debug Exposure** | Set the exposure that HDRP applies when you select a **Lighting Debug Mode**. This is useful because HDRP does not apply normal Scene exposure when it is in debug mode. | | **Debug Overlay Screen Ratio** | Set the size of the debug overlay textures with a ratio of the screen size. The default value is 0.33 which is 33% of the screen size. | @@ -176,11 +182,11 @@ The **Rendering** panel has tools that you can use to visualize various HDRP ren | **Color Picker - Debug Mode** | Use the drop-down to select the format of the color picker display. | | **Color Picker - Font Color** | Use the color picker to select a color for the font that the Color Picker uses for its display. | | **False Color Mode** | Enable the checkbox to define intensity ranges that the debugger uses to show a color temperature gradient for the current frame. The color temperature gradient goes from blue, to green, to yellow, to red. | -| **- Range Threshold 0** | Set the first split for the intensity range.This property only appears when you enable the **False Color Mode** checkbox. | -| **- Range Threshold 1** | Set the second split for the intensity range.This property only appears when you enable the **False Color Mode** checkbox. | -| **- Range Threshold 2** | Set the third split for the intensity range.This property only appears when you enable the **False Color Mode** checkbox. | -| **- Range Threshold 3** | Set the final split for the intensity range.This property only appears when you enable the **False Color Mode** checkbox. | -| **MSAA Samples** | Use the drop-down to select the number of samples the debugger uses for [MSAA](Anti-Aliasing.html#MSAA). | +| **- Range Threshold 0** | Set the first split for the intensity range.
This property only appears when you enable the **False Color Mode** checkbox. | +| **- Range Threshold 1** | Set the second split for the intensity range.
This property only appears when you enable the **False Color Mode** checkbox. | +| **- Range Threshold 2** | Set the third split for the intensity range.
This property only appears when you enable the **False Color Mode** checkbox. | +| **- Range Threshold 3** | Set the final split for the intensity range.
This property only appears when you enable the **False Color Mode** checkbox. | +| **MSAA Samples** | Use the drop-down to select the number of samples the debugger uses for [MSAA](Anti-Aliasing.md#MSAA). | | **Freeze Camera for Culling** | Use the drop-down to select a Camera to freeze in order to check its culling. To check if the Camera's culling works correctly, freeze the Camera and move occluders around it. | | **XR Debug Mode** | Use the drop-down to select which XR debug information to view in the **Game** window.**None**: Select this option to disable **XR Debug Mode**.**Composite**: Select this option to composite four tiles in the **Game** window. HDRP renders these tiles with multi-pass and single-pass instancing so you can debug the rendering path. | | **- Display Borders** | Enable the checkbox to render a red line at the border between the tiles. This property only appears when you select **Composite** from the **XR Debug Mode** drop-down. | @@ -192,7 +198,7 @@ The **Color Picker** works with whichever debug mode HDRP displays at the time. ## Camera panels -In the **Render Pipeline Debug** window , each active Camera in the Scene has its own debug window. Use the Camera's debug window to temporarily change that Camera's [Frame Settings](Frame-Settings.html) without altering the Camera data in the Scene. The Camera window helps you to understand why a specific feature does not work correctly. You can access all of the information that HDRP uses the render the Camera you select. +In the **Render Pipeline Debug** window , each active Camera in the Scene has its own debug window. Use the Camera's debug window to temporarily change that Camera's [Frame Settings](Frame-Settings.md) without altering the Camera data in the Scene. The Camera window helps you to understand why a specific feature does not work correctly. You can access all of the information that HDRP uses the render the Camera you select. **Note**: The Camera debug window is only available for Cameras, not Reflection Probes. @@ -203,7 +209,7 @@ The following columns are available for each Frame Setting: | **Debug** | Displays Frame Setting values you can modify for the selected Camera. You can use these to temporarily alter the Camera’s Frame Settings for debugging purposes. You cannot enable Frame Setting features that your HDRP Asset does not support. | | **Sanitized** | Displays the Frame Setting values that the selected Camera uses after Unity checks to see if your HDRP Asset supports them. | | **Overridden** | Displays the Frame Setting values that the selected Camera overrides. If you do not check the **Custom Frame Settings** checkbox, check it and do not override any settings, this column is identical to the **Default** column. | -| **Default** | Displays the default Frame Setting values in your current [HDRP Asset](HDRP-Asset.html). | +| **Default** | Displays the default Frame Setting values in your current [HDRP Asset](HDRP-Asset.md). | Unity processes **Sanitized**, **Overridden**, and **Default** in a specific order. First it checks the **Default** Frame Settings, then checks the selected Camera’s **Overridden** Frame Settings. Finally, it checks whether the HDRP Asset supports the selected Camera’s Frame Settings and displays that result in the **Sanitized** column.