![]() You can now change the mask texture size limit (32x32x32). This allows volumetric fog to have different colors and density based on the 3D Texture. Local Volumetric Fog masks now support 3D RenderTextures as masks.ģD mask textures now use all four RGBA channels. This new name removes confusion with Volumes and makes it clear that this feature creates a fog effect. HDRP 12.0 introduces multiple improvements to Density Volumes (Local Volumetric Fog):ĭensity Volumes have been renamed Local Volumetric Fog. The AxF shader and Fabric and Hair master nodes now correctly support Area lights.ĭensity Volume (Local Volumetric Fog) Improvements.You can attach this component to any light to control the light in Main Camera view. Light Anchorįrom HDRP 12.0, HDRP includes a new Light Anchor component. HDRP also provides a new lens flare asset and a new lens flare component that you can attach to any GameObject. Each Lens Flare has optional multiple elements that you can control individually. Some Lens Flare properties only appear when you attach a Lens Flare (SRP) component to a light. You can attach a Lens Flare (SRP) component to any GameObject. HDRP 12.0 includes a new Lens Flare system. For more information, see the Cloud Layer documentation.įor detailed steps on how to create custom clouds in your scene, see creating custom clouds. HDRP includes a Cloud Layer volume override which renders a cloud texture on top of the sky. HDRP 12.0 introduces a cloud system that you can control through the volume framework. You can use this Vertex Block to create an additional velocity for procedural geometry (for example, generated hair strands) and to get a correct motion vector value. This option is in the Master Stack settings and adds one new input to the Vertex Block: Adding custom Velocity support for ShaderGraph Master Stackįrom HDRP 12.0, you can enable custom Velocity on any HDRP Master Stack. The option is in the Master Stack settings and adds two new inputs to the Vertex Block:įor more information about tessellation, see the Tessellation documentation. Adding Tessellation support for ShaderGraph Master Stackįrom HDRP 12.0, you can enable tessellation on any HDRP Master Stack. This means it uses more resources on your CPU. When Unity performs a separate pass for the Emissive contribution, it also performs an additional DrawCall. You can use this in the same way for Adaptive probe volumes. ![]() When you enable the Force Forward Emissive property, Unity renders the Emissive Object and its contribution in the scene. You can use this new behaviour to fix artefacts when you use Screen Space Global Illumination, with or without Raytracing enabled. You can also make a group of Materials or GameObjects use Force Forward Emissive in the following Menu path: Edit > Render Pipeline > HD Render Pipeline > Force Forward Emissive on Material > Enable In Selection. You can do this instead of using a GBuffer pass. To do this, enable the new Force Forward Emissive property in the Advanced options of a Lit Shader or a Layered Lit Shader. Render the Emissive contribution of a Lit Deferred Material in a separate forward pass.įrom HDRP 12.0, you can render the Emissive contribution of a Lit Material in a separate forward pass when the Lit Shader Mode is set to Both or Deferred in the HDRP global settings window. The following list of features are new to version 12 of the High Definition Render Pipeline (HDRP), as part of Unity 2021.2. This page contains an overview of new features, improvements, and issues resolved in version 12 of the High Definition Render Pipeline (HDRP), embedded in Unity 2021.2. What's new in HDRP version 12 / Unity 2021.2
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