From e2eefa1b11519987c9a01cd822f6f590a19b7783 Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Wed, 17 Jun 2020 16:35:54 +0200 Subject: [PATCH 1/2] Rename (HDRP) Compositor to Graphics Compositor --- .../Documentation~/Compositor-Main.md | 8 ++++---- .../Documentation~/Compositor-User-Guide.md | 8 ++++---- .../Documentation~/Compositor-User-Options.md | 20 +++++++++---------- .../Editor/Compositor/CompositorWindow.cs | 4 ++-- 4 files changed, 20 insertions(+), 20 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-Main.md b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-Main.md index 1e8433eef2f..d089f0d08a6 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-Main.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-Main.md @@ -1,6 +1,6 @@ -# Compositor (Preview) +# Graphics Compositor (Preview) -The Compositor allows for real-time compositing operations between Unity's High Definition Render Pipeline (HDRP) and external media sources, such as videos or images. Depending on the requirements for your application, the Compositor provides multiple composition techniques. You can use each technique independently or use more than one at the same time to create a combination of different types of composition operations. The techniques that the Compositor includes are: +The Graphics Compositor allows for real-time compositing operations between Unity's High Definition Render Pipeline (HDRP) and external media sources, such as videos or images. Depending on the requirements for your application, the Graphics Compositor provides multiple composition techniques. You can use each technique independently or use more than one at the same time to create a combination of different types of composition operations. The techniques that the Graphics Compositor includes are: - **Camera Stacking:** Allows you to render multiple [HDRP Cameras](HDRP-Camera.md) to the same render target. - **Graph-Based Composition:** Allows you to use arbitrary mathematical operations to combine multiple Composition Layers to generate the final frame. - **3D Composition:** Allows you to use Composition Layers as 3D surfaces in a Unity Scene. This means that, for example, Unity can calculate reflections and refractions between different Composition Layers and GameObjects. @@ -15,13 +15,13 @@ The following table provides a high level overview of the advantages and disadva [*] *Feature Coverage* indicates whether features such as [screen-space reflections](Override-Screen-Space-Reflection.md), transparencies or refractions can work between layers. -Furthermore, the Compositor includes functionality such as *"localized post-processing"*, where a Post-Processing Volume only affects certain GameObjects in the Scene. +Furthermore, the Graphics Compositor includes functionality such as *"localized post-processing"*, where a Post-Processing Volume only affects certain GameObjects in the Scene. For a high level overview of the Compositor's functionality please refer to the [User Guide](Compositor-User-Guide) section. For a description on specific options in the user interface, please refer to the [User Options](Compositor-User-Options) section. ## Composition example -The following example uses the Compositor to render a watermark on top of a Unity Scene. +The following example uses the Graphics Compositor to render a watermark on top of a Unity Scene. ![](Images/Compositor-HDRPTemplateWithLogo.png) *The result.* 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 index 0f211fb54cf..b12d6b4c1aa 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Guide.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Guide.md @@ -1,15 +1,15 @@ -# Using the Compositor -To open the Compositor window in the Unity Editor, select **Window > Render Pipeline > HD Render Pipeline Compositor** from the menu. From this window, you can control the Compositor configuration. The first time you open the Compositor window, 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 edit this profile or you can load another one from disk. For information on the properties in the Compositor window, see [Compositor window](Compositor-User-Options.md). +# Using the Graphics Compositor +To open the Graphics Compositor window in the Unity Editor, select **Window > Render Pipeline > Graphics Compositor** from the menu. From this window, you can control the Compositor configuration. The first time you open the Compositor window, 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 edit this profile or you can load another one from disk. For information on the properties in the Compositor window, see [Compositor window](Compositor-User-Options.md). ## Layer Types -The HDRP Compositor tool typically handles two types of layers: +The Graphics Compositor tool typically handles two types of layers: - **Composition Layers**: Which you define 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**: Which you define in the Compositor window, in the [Render Schedule](#render-schedule) section. You use stack Sub-layers to define the content of a Composition Layer. ## Composition Graph -To specify the output image, the Compositor uses a graph of compositing operations. Specifically, the 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 specify the output image, the Graphics Compositor uses a graph of compositing operations. Specifically, the 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. **Note**: When the output of the composition is to a render target, the Material you create from the Master Node must be double-sided. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Options.md b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Options.md index ef6c3faa2af..62d4b9d8972 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Options.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Options.md @@ -1,18 +1,18 @@ -# Compositor window -This page provides an outline of the options available in the Compositor window. +# Graphics Compositor window +This page provides an outline of the options available in the Graphics Compositor window. ## Output Options -This section allows you to change where and how the Compositor outputs the final frame. +This section allows you to change where and how the Graphics Compositor outputs the final frame. -The Compositor can only output to the Game View. To preview the output while you edit the Scene, enable the **Enable Preview** property. **Tip**: To get the best live preview, undock the Game view window into a separate maximized window. If you have two monitors, you can drag the window to a second screen. +The Graphics Compositor can only output to the Game View. To preview the output while you edit the Scene, enable the **Enable Preview** property. **Tip**: To get the best live preview, undock the Game view window into a separate maximized window. If you have two monitors, you can drag the window to a second screen. | **Property** | **Description** | | ---------------------- | --------------- | -| **Enable Compositor** | Specifies whether your Unity Project uses the Compositor. If you disable this property and the Scene did not previously use the Compositor, this is the only property visible in the window. If you disable this property and the Scene did previously use the Compositor, the rest of the properties appear in the window, but you can not edit them. | -| **Enable Preview** | Specifies whether the Compositor always outputs to the Game view, even when you are not in Play Mode. If you disable this property, performance increases while you edit a Scene, but the Compositor output is only available in Play Mode. | -| **Output Camera** | Specifies the Camera that the Compositor outputs to. You should use a dedicated Camera rather than re-use another Camera from your Scene. Also, make sure the Compositor's Camera targets a different Display to all other Cameras. This is important because, if the Compositor Camera uses the same display as another Camera, the Display output depends on which Camera Unity rendered last. | -| **Composition Graph** | Specifies the Shader that the Compositor uses to create the final output. When you first enable the Compositor for a Scene, this is a pass-through Shader Graph that passes a copy of the input to the output. To set up Camera stacking behavior, this kind of Shader is sufficient, but, for more complex compositing operations, define your own graph. For more details, see [Using the Compositor](Compositor-User-Guide.md). | -| **Display Output** | Specifies the display that the Compositor renders to. Unity supports up to eight displays. To see the compositor output, click the **Display** drop-down in the upper left corner of the Game view and select the display number you specified here. | +| **Enable Compositor** | Specifies whether your Unity Project uses the Graphics Compositor. If you disable this property and the Scene did not previously use the Compositor, this is the only property visible in the window. If you disable this property and the Scene did previously use the Compositor, the rest of the properties appear in the window, but you can not edit them. | +| **Enable Preview** | Specifies whether the Graphics Compositor always outputs to the Game view, even when you are not in Play Mode. If you disable this property, performance increases while you edit a Scene, but the Compositor output is only available in Play Mode. | +| **Output Camera** | Specifies the Camera that the Graphics Compositor outputs to. You should use a dedicated Camera rather than re-use another Camera from your Scene. Also, make sure the Compositor's Camera targets a different Display to all other Cameras. This is important because, if the Compositor Camera uses the same display as another Camera, the Display output depends on which Camera Unity rendered last. | +| **Composition Graph** | Specifies the Shader that the Graphics Compositor uses to create the final output. When you first enable the Compositor for a Scene, this is a pass-through Shader Graph that passes a copy of the input to the output. To set up Camera stacking behavior, this kind of Shader is sufficient, but, for more complex compositing operations, define your own graph. For more details, see [Using the Compositor](Compositor-User-Guide.md). | +| **Display Output** | Specifies the display that the Graphics Compositor renders to. Unity supports up to eight displays. To see the compositor output, click the **Display** drop-down in the upper left corner of the Game view and select the display number you specified here. | ## Composition Layer Properties @@ -33,7 +33,7 @@ To expose these properties, select a Sub-layer in the **Render Schedule**. | ------------ | --------------- | | **Name** |Sets the name of the Sub-layer. | | **Source Image** |Specifies a static image/Texture to use as the background for this Sub-layer.
This property is only available for **Image** Sub-layers.| -| **Background Fit** |Specifies the method the Compositor uses to fit the **Source Image** to the screen. The options are:
• **Stretch**: Stretches the image that it completely fills the screen. This method does not maintain the image's original aspect ratio.
• **Fit Horizontally**: Resizes the image so that it fits the screen horizontally. For the vertical axis, Unity either expands the image off the bounds of the screen or uses black bars depending on how tall the image is.
• **Fit Vertically**: Resizes the image so that it fits the screen vertically. For the horizontal axis, Unity either expands the image off the bounds of the screen or uses black bars depending on how wide the image is.
This property is only available for **Image** Sub-layers.| +| **Background Fit** |Specifies the method the Graphics Compositor uses to fit the **Source Image** to the screen. The options are:
• **Stretch**: Stretches the image that it completely fills the screen. This method does not maintain the image's original aspect ratio.
• **Fit Horizontally**: Resizes the image so that it fits the screen horizontally. For the vertical axis, Unity either expands the image off the bounds of the screen or uses black bars depending on how tall the image is.
• **Fit Vertically**: Resizes the image so that it fits the screen vertically. For the horizontal axis, Unity either expands the image off the bounds of the screen or uses black bars depending on how wide the image is.
This property is only available for **Image** Sub-layers.| | **Source Video**| Specifies the [Video Player](https://docs.unity3d.com/ScriptReference/Video.VideoPlayer.html) to use for this Sub-layer.
This property is only available for **Video** Sub-layers. | | **Source Camera** |Specifies the Camera to use for this Sub-layer. By default, this is set to the main Camera in the Scene.
This property is only available for **Camera** Sub-layers.| | **Clear Depth**| Specifies whether Unity clears the depth buffer before it draws the contents of this Sub-layer. | diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs index 13b227d8358..708154c6251 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs @@ -24,12 +24,12 @@ static partial class Styles bool m_RequiresRedraw = false; float m_TimeSinceLastRepaint = 0; - [MenuItem("Window/Render Pipeline/HD Render Pipeline Compositor", false, 10400)] + [MenuItem("Window/Render Pipeline/Graphics Compositor", false, 10400)] static void Init() { // Get existing open window or if none, make a new one: s_Window = (CompositorWindow)EditorWindow.GetWindow(typeof(CompositorWindow)); - s_Window.titleContent = new GUIContent("HDRP Compositor (Preview)"); + s_Window.titleContent = new GUIContent("Graphics Compositor (Preview)"); s_Window.Show(); } From 5024ea880a9bf3a057ecde2a6892a85d6796e48f Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Wed, 17 Jun 2020 16:50:37 +0200 Subject: [PATCH 2/2] Missed a few occurancies --- .../Documentation~/Compositor-Main.md | 2 +- .../Documentation~/Compositor-User-Guide.md | 18 +++++++++--------- .../Documentation~/Compositor-User-Options.md | 6 +++--- 3 files changed, 13 insertions(+), 13 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-Main.md b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-Main.md index d089f0d08a6..10cd87120b1 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-Main.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-Main.md @@ -17,7 +17,7 @@ The following table provides a high level overview of the advantages and disadva Furthermore, the Graphics Compositor includes functionality such as *"localized post-processing"*, where a Post-Processing Volume only affects certain GameObjects in the Scene. -For a high level overview of the Compositor's functionality please refer to the [User Guide](Compositor-User-Guide) section. For a description on specific options in the user interface, please refer to the [User Options](Compositor-User-Options) section. +For a high level overview of the Graphics Compositor's functionality please refer to the [User Guide](Compositor-User-Guide) section. For a description on specific options in the user interface, please refer to the [User Options](Compositor-User-Options) section. ## Composition example 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 index b12d6b4c1aa..7c2cdfbdedf 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Guide.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Guide.md @@ -1,30 +1,30 @@ # Using the Graphics Compositor -To open the Graphics Compositor window in the Unity Editor, select **Window > Render Pipeline > Graphics Compositor** from the menu. From this window, you can control the Compositor configuration. The first time you open the Compositor window, 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 edit this profile or you can load another one 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 > Render Pipeline > Graphics Compositor** from the menu. From this window, you can control the Graphics Compositor configuration. The first time you open the Graphics Compositor window, 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 edit this profile or you can load another one from disk. For information on the properties in the Compositor window, see [Compositor window](Compositor-User-Options.md). ## Layer Types The Graphics Compositor tool typically handles two types of layers: - **Composition Layers**: Which you define 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**: Which you define in the Compositor window, in the [Render Schedule](#render-schedule) section. You use stack Sub-layers to define the content of a Composition Layer. +- **Sub-layers**: Which you define in the Graphics Compositor window, in the [Render Schedule](#render-schedule) section. You use stack Sub-layers to define the content of a Composition Layer. ## Composition Graph -To specify the output image, the Graphics Compositor uses a graph of compositing operations. Specifically, the 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 specify the output image, the Graphics Compositor uses a graph of compositing operations. 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. **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 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 Vector1 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 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 is not a Texture2D. Composition Parameters can control various aspects of the composition. Examples of Composition Parameters include a Vector1 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: ![](Images/Compositor-CompositorSimpleGraph.png) -Unity saves the Compositor settings in a .asset file with the same name as the Composition Graph. When the Compositor loads a Composition Graph, it also loads the settings from the corresponding Asset file if one exists, otherwise, it creates a new Asset with default settings. +Unity saves the Graphics Compositor properties in a .asset file with the same name as the Composition Graph. When the Graphics Compositor loads a Composition Graph, it also loads the properties from the corresponding Asset file if one exists, otherwise, it creates a new Asset with default settings. ## Adding and removing Composition Layer -To add a new Composition Layer, create a new Texture2D input property in the [Composition Graph](#composition-graph). When you next save the Composition Graph, the new layer appears automatically in the [Render Schedule](#render-schedule) section of the Compositor window. From there, you can control the [layer properties](Compositor-User-Options.md#composition-layer-properties) and specify how to [fill the layer with content](#Sub-layers:-adding-content-to-composition-layers). +To add a new Composition Layer, create a new Texture2D input property in the [Composition Graph](#composition-graph). When you next save the Composition Graph, the new layer appears automatically in the [Render Schedule](#render-schedule) section of the Graphics Compositor window. From there, you can control the [layer properties](Compositor-User-Options.md#composition-layer-properties) and specify how to [fill the layer with content](#Sub-layers:-adding-content-to-composition-layers). Similarly, to delete a Composition Layer, remove the corresponding Texture 2D property from the [Composition Graph](#composition-graph). @@ -39,7 +39,7 @@ To add a Sub-layer to a Composition Layer, select the Composition Layer and clic To remove a Sub-layer, select the Sub-layer and click the **Delete** button.
**Note**: You can only delete Sub-layers this way and not Composition Layers. Instead, to delete a Composition Layer, remove the corresponding Texture2D property from the Composition Graph. ## Camera Stacking -When you use more than one Sub-layer to specify the content of a Composition Layer, this "stacks" the Sub-layers on top of the same render target. To specify the size and format of the composition, you use the properties of the parent Composition Layer. The Sub-layers inherit the size and format from their parent Composition Layer and you cannot change these properties independently for a particular Sub-layer. This means every stacked Camera/Sub-layer has the same size and format. To change the stacking order, re-arrange the Sub-layers in the [Render Schedule](#render-schedule) section of the Compositor window. +When you use more than one Sub-layer to specify the content of a Composition Layer, this "stacks" the Sub-layers on top of the same render target. To specify the size and format of the composition, you use the properties of the parent Composition Layer. The Sub-layers inherit the size and format from their parent Composition Layer and you cannot change these properties independently for a particular Sub-layer. This means every stacked Camera/Sub-layer has the same size and format. To change the stacking order, re-arrange the Sub-layers in the [Render Schedule](#render-schedule) section of the Graphics Compositor window. The [Sub-layer Properties](Compositor-User-Options.md#Sub-layer-properties) section controls the type of stacking operation. @@ -47,5 +47,5 @@ The [Sub-layer Properties](Compositor-User-Options.md#Sub-layer-properties) sect The Render Schedule is a re-orderable list of Composition Layers and Sub-layers. Sub-layers appear indented below their corresponding parent Composition Layer, which makes it easier to see the hierarchical relationship. When multiple Sub-layers appear below a parent layer, they form a camera stack. Unity renders layers at the top first. To re-order the list, you can click and move both Composition Layers and Sub-layers. You can use this to change the rendering order in a camera stack or move a Sub-layer from one parent Composition Layer to another. ## Composition Parameters -This section shows every exposed property that is not an input Composition Layer (for example, a Vector1 to control the brightness of the final composition or a Color to tint a Texture2D). In this section, the window allows you to edit each property value outside of the Composition Graph. It is good practice to expose properties from the graph to the Compositor window, instead of hard-coding their values. This helps you to share composition profiles between Projects because those you do not need to open the Composition Graph to edit any values. +This section shows every exposed property that is not an input Composition Layer (for example, a Vector1 to control the brightness of the final composition or a Color to tint a Texture2D). In this section, the window allows you to edit each property value outside of the Composition Graph. It is good practice to expose properties from the graph to the Graphics Compositor window, instead of hard-coding their values. This helps you to share composition profiles between Projects because those you do not need to open the Composition Graph to edit any values. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Options.md b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Options.md index 62d4b9d8972..6faf9dd1de8 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Options.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Options.md @@ -8,10 +8,10 @@ The Graphics Compositor can only output to the Game View. To preview the output | **Property** | **Description** | | ---------------------- | --------------- | -| **Enable Compositor** | Specifies whether your Unity Project uses the Graphics Compositor. If you disable this property and the Scene did not previously use the Compositor, this is the only property visible in the window. If you disable this property and the Scene did previously use the Compositor, the rest of the properties appear in the window, but you can not edit them. | -| **Enable Preview** | Specifies whether the Graphics Compositor always outputs to the Game view, even when you are not in Play Mode. If you disable this property, performance increases while you edit a Scene, but the Compositor output is only available in Play Mode. | +| **Enable Compositor** | Specifies whether your Unity Project uses the Graphics Compositor. If you disable this property and the Scene did not previously use the Graphics Compositor, this is the only property visible in the window. If you disable this property and the Scene did previously use the Graphics Compositor, the rest of the properties appear in the window, but you can not edit them. | +| **Enable Preview** | Specifies whether the Graphics Compositor always outputs to the Game view, even when you are not in Play Mode. If you disable this property, performance increases while you edit a Scene, but the Graphics Compositor output is only available in Play Mode. | | **Output Camera** | Specifies the Camera that the Graphics Compositor outputs to. You should use a dedicated Camera rather than re-use another Camera from your Scene. Also, make sure the Compositor's Camera targets a different Display to all other Cameras. This is important because, if the Compositor Camera uses the same display as another Camera, the Display output depends on which Camera Unity rendered last. | -| **Composition Graph** | Specifies the Shader that the Graphics Compositor uses to create the final output. When you first enable the Compositor for a Scene, this is a pass-through Shader Graph that passes a copy of the input to the output. To set up Camera stacking behavior, this kind of Shader is sufficient, but, for more complex compositing operations, define your own graph. For more details, see [Using the Compositor](Compositor-User-Guide.md). | +| **Composition Graph** | Specifies the Shader that the Graphics Compositor uses to create the final output. When you first enable the Graphics Compositor for a Scene, this is a pass-through Shader Graph that passes a copy of the input to the output. To set up Camera stacking behavior, this kind of Shader is sufficient, but, for more complex compositing operations, define your own graph. For more details, see [Using the Compositor](Compositor-User-Guide.md). | | **Display Output** | Specifies the display that the Graphics Compositor renders to. Unity supports up to eight displays. To see the compositor output, click the **Display** drop-down in the upper left corner of the Game view and select the display number you specified here. | ## Composition Layer Properties