156 lines
4.5 KiB
Plaintext
156 lines
4.5 KiB
Plaintext
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m_Untranslated: 'Each Render Pipeline Asset contains a list of Renderers
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which let you control how opaque and transparent objects are rendered,
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depending on the <b>Rendering Path</b> such as Deferred, Forward, or Forward+.
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1.
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In the Rendering section of the <b>Quality</b> page, double-click on the
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<b>Render Pipeline Asset</b> called <b>PC High (Universal Render PIpeline
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Asset).</b>
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2. In the <i>Inspector,</i> in the Rendering foldout,
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double-click on <b>PC High_Renderer (Universal Renderer Data).</b>
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3.
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At the top of the <i>Inspector,</i> notice that a Renderer can be applied
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to specific <b>Layer Masks<b> for <b>Opaque</b> and <b>Transparent</b>
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objects.
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Features</b> lets you activate additional features such as Decal, Screen
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Space Ambient Occlusion, etc.
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5. Disable the <b>Decal</b> Renderer
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Feature. See how the grime decals in the scene disappear as a result.
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<b>Note:</b>
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Toggling <b>Renderer Features</b> may require additional shader compilations.
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<b>Expert
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Tips</b>
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To learn more about the capabilities and limitations
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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>
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You
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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>
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on how to draw the silhouette of occluded objects with a different material.'
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