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Merge pull request #1477 from Unity-Technologies/HDRP/docs/volume-snippet
Added enable Volume snippet
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com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md

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# Contact Shadows
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The Contact Shadows [Volume Override](Volume-Components.md) specifies properties which control the behavior of Contacts Shadows. Contact Shadows are shadows that The High Definition Render Pipeline (HDRP) [ray marches](Glossary.md#RayMarching) in screen space inside the depth buffer. The goal of using Contact Shadows is to capture small details that regular shadow mapping algorithms fail to capture.
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## Using Contact Shadows
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To use Contact Shadows in your Scene, you must first enable them for your Cameras. In the Inspector for your HDRP Asset, go to the **Default Frame Settings > Lighting** section and enable the **Contact Shadows** checkbox. All Cameras can now render Contact Shadows unless you override a Camera’s individual [Frame Settings](Frame-Settings.md).
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## Enabling Contact Shadows
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[!include[](Snippets/Volume-Override-Enable.md)]
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For this feature:
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The property to enable in your HDRP Asset is: **Lighting > Shadows > Use Contact Shadows**.
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The property to enable in your Frame Settings is: **Lighting > Contact Shadows**.
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## Using Contact Shadows
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**Contact Shadows** use the [Volume](Volumes.md) framework, so to enable and modify **Contact Shadow** properties, you must add a **Contact Shadows** override to a [Volume](Volumes.md) in your Scene. To add **Contact Shadows** to a Volume:
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com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md

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The **Screen Space Reflection** (SSR) override is a High Definition Render Pipeline (HDRP) feature that uses the depth and color buffer of the screen to calculate reflections. For information about how SSR works in HDRP, see the [reflection documentation](Reflection-in-HDRP.md#ScreenSpaceReflection).
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## Using Screen Space Reflection
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## Enabling Screen Space Reflection
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[!include[](Snippets/Volume-Override-Enable.md)]
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To use SSR in your Scene, you must enable it for your Cameras. In the Inspector for your [HDRP Asset](HDRP-Asset.md), go to the **Default Frame Settings > Lighting > Reflections** section and enable the **Screen Space Reflection** checkbox.
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For this feature:
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The property to enable in your HDRP Asset is: **Lighting > Reflections > Screen Space Reflection**.
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The property to enable in your Frame Settings is: **Lighting > Screen Space Reflection**.
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## Using Screen Space Reflection
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HDRP uses the [Volume](Volumes.md) framework to calculate SSR, so to enable and modify SSR properties, you must add a **Screen Space Reflection** override to a [Volume](Volumes.md) in your Scene. To add **Screen Space Reflection** to a Volume:
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To use this feature in your Scene, you must first enable it for your project and then enable it for your Cameras. To enable features in your project, you use the [HDRP Asset](../HDRP-Asset.md) and to enable features for your Cameras, you use [Frame Settings](../Frame-Settings.md). You can enable features either for all Cameras, using the Default Frame Settings, or for specific Cameras, by overriding each Camera's individual Frame Settings.

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