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2023.2/documentation staging
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RobJessop authored and Evergreen committed Jan 14, 2024
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Expand Up @@ -48,7 +48,7 @@ The **Rendering** settings control the core part of the pipeline rendered frame.
| **Opaque Texture** | Enable this to create a `_CameraOpaqueTexture` as default for all cameras in your scene. This works like the [GrabPass](https://docs.unity3d.com/Manual/SL-GrabPass.html) in the built-in render pipeline. The **Opaque Texture** provides a snapshot of the scene right before URP renders any transparent meshes. You can use this in transparent Shaders to create effects like frosted glass, water refraction, or heat waves. You can override this for individual cameras in the [Camera Inspector](camera-component-reference.md). |
| **Opaque Downsampling** | Set the sampling mode on the opaque texture to one of the following:<br/>**None**: Produces a copy of the opaque pass in the same resolution as the camera.<br/>**2x Bilinear**: Produces a half-resolution image with bilinear filtering.<br/>**4x Box**: Produces a quarter-resolution image with box filtering. This produces a softly blurred copy.<br/>**4x Bilinear**: Produces a quarter-resolution image with bi-linear filtering. |
| **Terrain Holes** | If you disable this option, the URP removes all Terrain hole Shader variants when you build for the Unity Player, which decreases build time. |
| **SRP Batcher** | Check this box to enable the SRP Batcher. This is useful if you have many different Materials that use the same Shader. The SRP Batcher is an inner loop that speeds up CPU rendering without affecting GPU performance. When you use the SRP Batcher, it replaces the SRP rendering code inner loop. If both **SRP Batcher** and **Dynamic Batching** are enabled, SRP Batcher will take precedence over dynamic batching as long as the shader is SRP Batcher compatible. |
| **SRP Batcher** | Check this box to enable the SRP Batcher. This is useful if you have many different Materials that use the same Shader. The SRP Batcher is an inner loop that speeds up CPU rendering without affecting GPU performance. When you use the SRP Batcher, it replaces the SRP rendering code inner loop. If both **SRP Batcher** and **Dynamic Batching** are enabled, SRP Batcher will take precedence over dynamic batching as long as the shader is SRP Batcher compatible.<br/><br/>**Note**: If assets or shaders in a project are not optimized for use with the SRP Batcher, low performance devices might be more performant when you disable the SRP Batcher. |
| **Dynamic Batching** | Enable [Dynamic Batching](https://docs.unity3d.com/Manual/DrawCallBatching.html), to make the render pipeline automatically batch small dynamic objects that share the same Material. This is useful for platforms and graphics APIs that do not support GPU instancing. If your targeted hardware does support GPU instancing, disable **Dynamic Batching**. You can change this at run time. |
| **Debug Level** | Set the level of debug information that the render pipeline generates. The values are:<br />**Disabled**: Debugging is disabled. This is the default.<br />**Profiling**: Makes the render pipeline provide detailed information tags, which you can find in the FrameDebugger. |
| **Shader Variant Log Level** | Set the level of information about Shader Stripping and Shader Variants you want to display when Unity finishes a build. Values are:<br /> **Disabled**: Unity doesn’t log anything.<br />**Only Universal**: Unity logs information for all of the [URP Shaders](shaders-in-universalrp.md).<br />**All**: Unity logs information for all Shaders in your build.<br /> You can check the information in Console panel when your build has finished. |
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