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| m_Name: URP Modifications |
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| m_overrideMarkdownText: "## URP Modifications\n\nThe Universal Render Pipeline |
| (URP) is an excellent foundation for projects, offering many features and flexibility |
| to start development. To better meet project needs, we modified URP shaders and |
| code.\n\n**Shader Modifications**\n\nWe replaced the Unity BRDF with a more accurate |
| approximation, enhancing lighting on the ocean and shiny surfaces. This change |
| slightly increases the cost for all surfaces. To mitigate this, we included a |
| specialized non-metallic BRDF for non-metallic surfaces, configurable in the |
| Shader Graph Settings by toggling \u201CNon-Metallic Surface.\u201D\n\nUnity |
| shadowing is flexible, allowing runtime selection between quality settings. However, |
| reading cbuffer values, reducing shader size, and potentially reducing register |
| usage present optimization opportunities. We hard-coded these values where appropriate. |
| Surfaces facing away from the light source or with fully attenuated light are |
| unaffected by shadow sampling. We moved shadow sampling into a branch to prevent |
| sampling from the shadow map for surfaces not facing the light source.\n\nThe |
| ship uses Reflection Probes to simulate reflections on the deck, especially when |
| wet. These probes and the box projection must rotate with the ship for realism. |
| We achieve this by passing a _ProbeReorientation matrix into GlobalIllumination.hlsl |
| and applying it when calculating the cubemap sample point.\n\n### Relevant Files\n- |
| [BRDF.hlsl](../Packages/com.unity.render-pipelines.universal/ShaderLibrary/BRDF.hlsl)\n- |
| [UniversalLitSubTarget.cs](../Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs)\n- |
| [Shadows.hlsl](../Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl)\n- |
| [Lighting.hlsl](../Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl)\n- |
| [GlobalIllumination.hlsl](../Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl)\n\n**Code |
| Modifications**\n\nBy default, the XR display matches the MSAA value configured |
| in the URP asset. However, any post-processing forces an MSAA resolve, making |
| it unnecessary to blit to an MSAA display target.\n\nURP versions before 14.0.9 |
| have a bug causing excessive texture reallocation with Dynamic Resolution, leading |
| to poor framerate and potential out-of-memory crashes. Fix this by following |
| the guide [here](https://developers.meta.com/horizon/documentation/unity/dynamic-resolution-unity/). |
| We also enabled DynamicResolution support in the RTHandles system immediately |
| after initializing it in UniversalRenderPipeline.cs.\n\nWe use ShadowImportanceVolumes |
| to dynamically adjust the shadow map projection, requiring an entry point in |
| ShadowUtils. This allows modifying the shadow projection matrix and distance |
| values. We also modified MainLightShadowCasterPass.cs to pass through camera |
| data for accurate shadow importance volumes.\n\n### Relevant Files\n- [UniversalRenderPipeline.cs](../Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs)\n- |
| [UniversalRenderer.cs](../Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs)\n- |
| [ShadowUtils.cs](../Packages/com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs)\n- |
| [MainLightShadowCasterPass.cs](../Packages/com.unity.render-pipelines.universal/Runtime/Passes/MainLightShadowCasterPass.cs)\n" |
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