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simulatorDesign/Assets/Tutorials/Pages/GraphicsSettingsPage3.asset
2025-06-18 10:34:00 +09:00

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m_Untranslated: 'Each Render Pipeline Asset contains a list of Renderers
which let you control how opaque and transparent objects are rendered,
depending on the <b>Rendering Path</b> such as Deferred, Forward, or Forward+.
1.
In the Rendering section of the <b>Quality</b> page, double-click on the
<b>Render Pipeline Asset</b> called <b>PC High (Universal Render PIpeline
Asset).</b>
2. In the <i>Inspector,</i> in the Rendering foldout,
double-click on <b>PC High_Renderer (Universal Renderer Data).</b>
3.
At the top of the <i>Inspector,</i> notice that a Renderer can be applied
to specific <b>Layer Masks<b> for <b>Opaque</b> and <b>Transparent</b>
objects.
4. At the bottom of the <i>Inspector,</i> <b>Renderer
Features</b> lets you activate additional features such as Decal, Screen
Space Ambient Occlusion, etc.
5. Disable the <b>Decal</b> Renderer
Feature. See how the grime decals in the scene disappear as a result.
<b>Note:</b>
Toggling <b>Renderer Features</b> may require additional shader compilations.
<b>Expert
Tips</b>
To learn more about the capabilities and limitations
of <b>Rendering Paths,</b> consult the following <a href="https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/urp-universal-renderer.html#rendering-paths">documentation.</a>
You
can also create your own custom <b>Renderer Features.</b> See this <a href="https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/containers/how-to-custom-effect-render-objects.html">example</a>
on how to draw the silhouette of occluded objects with a different material.'
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