Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

docs: fix typos #8012

Open
wants to merge 5 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

To use Virtual Reality (VR) in the High Definition Render Pipeline (HDRP), you must enable VR in your Unity Project. To do this, see the [VR tab](Render-Pipeline-Wizard.md#VRTab) in the Render Pipeline Wizard.

Please refer to [Unity XR](https://docs.unity3d.com/Manual/XR.html) documentation for more information about XR developement with Unity.
Please refer to [Unity XR](https://docs.unity3d.com/Manual/XR.html) documentation for more information about XR development with Unity.

## Recommended Settings

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ The properties visible in the Inspector change depending on whether you enable r
| Property | Description |
| ----------------------------- | ------------------------------------------------------------ |
| **Intensity** | See **Intensity** in [Screen-space](#screen-space). |
| **Direct Lighting Strength** | See **Direct Lighting Strenght** in [Screen-space](#screen-space). |
| **Direct Lighting Strength** | See **Direct Lighting Strength** in [Screen-space](#screen-space). |
| **LayerMask** | Defines the layers that HDRP processes this ray-traced effect for. |
| **Quality** | Specifies the preset HDRP uses to populate the values of the following nested properties. The options are:<br/>&#8226; **Low**: A preset that emphasizes performance over quality.<br/>&#8226; **Medium**: A preset that balances performance and quality.<br/>&#8226; **High**: A preset that emphasizes quality over performance.<br/>&#8226; **Custom**: Allows you to override each property individually. |
| - **Max Ray Length** | Controls the maximal ray length of the rays that HDRP uses for ray traced ambient occlusion. This allows you to have smaller scale, local, ambient occlusion. |
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -91,7 +91,7 @@ These settings define the behavior of the light when you use it as a celestial b
| **- Distance** | Controls the distance of the sun disc. This is useful if you have multiple sun discs in the sky and want to change their sort order. HDRP draws sun discs with smaller **Distance** values on top of those with larger **Distance** values. |
| **- Surface Color** | Sets a 2D (disk) Texture and color multiplier for the surface of the celestial body. Rotate the light component on the Z axis to rotate this texture. |
| **- Shading** | Specify the light source used for shading of the Celestial Body.<br />&#8226; **Emission** : Used to simulate a Sun. The celestial body will emit light based on the intensity parameter set in the Emission section.<br />&#8226; **Reflect Sun Light** : Used to simulate moons or planets. The celestial body will be illuminated by a directionaly light.<br />&#8226; **Manual** : Used to simulate moons or planets with complete control over the phase angle and rotation, as well as the reflected light intensity. |
| **-- Sun Light Override** | Specifiy the Directional Light that should illuminate this Celestial Body. If not specified, HDRP will use the directional light in the scene with the highest intensity. |
| **-- Sun Light Override** | Specify the Directional Light that should illuminate this Celestial Body. If not specified, HDRP will use the directional light in the scene with the highest intensity. |
| **-- Earthshine** | Controls the intensity of the light reflected from the planet onto the Celestial Body. |
| **-- Sun Color** | Color of the artificial light source in **Manual** mode. |
| **-- Sun Intensity** | Intensity of the artificial light source in **Manual** mode. |
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ When the camera is at the limit of the water surface, the underwater view adds a

![](Images/water-waterline-raw.png)

Additionaly, to customize even more the water line, you can sample the generated underwater buffer in a [Custom Pass](Custom-Pass.md) by using the [HD Sample Buffer](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/HD-Sample-Buffer-Node.html) node from the Shader Graph using the "IsUnderwater" option from the Source Buffer dropdown.
Additionally, to customize even more the water line, you can sample the generated underwater buffer in a [Custom Pass](Custom-Pass.md) by using the [HD Sample Buffer](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/HD-Sample-Buffer-Node.html) node from the Shader Graph using the "IsUnderwater" option from the Source Buffer dropdown.

See the Waterline scene in the [HDRP Water samples](HDRP-Sample-Content.md#water-samples) for more details.

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -157,7 +157,7 @@ Follow these steps to create a [custom Renderer Feature](https://docs.unity3d.co
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The Blit.hlsl file provides the vertex shader (Vert),
// input structure (Attributes) and output strucutre (Varyings)
// input structure (Attributes) and output structure (Varyings)
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"

#pragma vertex Vert
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ Unity upgrades any existing string references to LWRP automatically as part of t

For each Assembly Definition Asset in your Project:

* Select the Assembly Defintion Asset
* Select the Assembly Definition Asset
* In the Inspector, enable **Use GUIDs**

For information on using Assembly Definition files, refer to the [documentation on Assembly Definitions](https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html).
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

## Description

Returns the sine of the value of input **In**. For variance, psuedo-random noise is added to the amplitude of the sine wave, within a range determined by input **Min Max**.
Returns the sine of the value of input **In**. For variance, pseudo-random noise is added to the amplitude of the sine wave, within a range determined by input **Min Max**.

## Ports

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@ This Block is compatible with the following Contexts:
| **Blend Position** | Float | The blend percentage between the current position attribute value and the newly calculated position value.<br/>This property only appears if you set **Composition Position** to **Blend**. |
| **Blend Axes** | Float | The blend percentage between the current axis attribute value and the newly calculated axis value.<br/>This property only appears if you set **Composition Axes** to **Blend**. |
| **Blend Direction** | Float | The blend percentage between the current direction attribute value and the newly calculated direction value.<br/>This property only appears if you set **Composition Direction** to **Blend**. |
| **Transform** | Transform | The transform to apply after sampling. If you set **Source** to **Skinned Mesh Renderer** and **Skinned Transfrom** to a setting other than **None**, Visual Effect Graph applies the transform after the root bone transform. If you set **Skinned Transform** to **Apply World Root Transform**, Visual Effect Graph converts the transform to world space. |
| **Transform** | Transform | The transform to apply after sampling. If you set **Source** to **Skinned Mesh Renderer** and **Skinned Transform** to a setting other than **None**, Visual Effect Graph applies the transform after the root bone transform. If you set **Skinned Transform** to **Apply World Root Transform**, Visual Effect Graph converts the transform to world space. |

## Limitations

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@
| **Edge** | float | The interpolation value the Block uses to sample along the edge. This is the percentage along the edge, from start position to end position, that the sample position is taken.<br/>This property only appears if you set **Placement mode** to **Edge** and **Spawn Mode** to **Custom**. |
| **Barycentric** | Vector2 | The raw barycentric coordinate to sample from the triangle at. The input is two-dimensional (**X** and **Y**) and the block calculates the **Z** value with the values you input: **Z** = **1** - **X** - **Y**. This sampling method does not constrain the sampled position inside the triangle edges.<br/>This property only appears if you set **Placement mode** to **Surface**, **Surface coordinates** to **Barycentric**, and **Spawn Mode** to **Custom**. |
| **Square** | Vector2 | The uniform coordinate to sample the triangle at. The Block takes this value and maps it from a square coordinate to triangle space. To do this, it uses the method outlined in the paper [A Low-Distortion Map Between Triangle and Square](https://hal.archives-ouvertes.fr/hal-02073696v2) (Heitz 2019).<br/>This property only appears if you set **Placement mode** to **Surface**, **Surface coordinates** to **Uniform**, and **Spawn Mode** to **Custom**. |
| **Transform** | Transform | The transform to apply after sampling. If you set **Source** to **Skinned Mesh Renderer** and **Skinned Transfrom** to a setting other than **None**, Visual Effect Graph applies the transform after the root bone transform. If you set **Skinned Transform** to **Apply World Root Transform**, the Visual Effect Graph converts the transform to world space. |
| **Transform** | Transform | The transform to apply after sampling. If you set **Source** to **Skinned Mesh Renderer** and **Skinned Transform** to a setting other than **None**, Visual Effect Graph applies the transform after the root bone transform. If you set **Skinned Transform** to **Apply World Root Transform**, the Visual Effect Graph converts the transform to world space. |

| **Output** | **Type** | **Description** |
| ---------------------- | --------- | ------------------------------------------------------------ |
Expand Down
2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ The package vendoring process happens multiple times in each Unity release. The
A tag is generated on the changeset used to vendor a specific Unity release.

Release branches are defined as follows:
- **master** branch is used for main developement and it always maps to the latest **Unity Alpha** release.
- **master** branch is used for main development and it always maps to the latest **Unity Alpha** release.
- **{unity-version}/staging** maps to beta and released Unity versions. f.ex, **2021.1/staging** maps to Unity 2021.1.
- **{package-major-version}.x.x/release** is used for Unity 2020.x and below. f.ex, **10.x.x/release** maps to Unity 2020.3 LTS.

Expand Down