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DOCG-7794 + DOCG-7793 Add Water Decal and PBR Sky shader graph for HDRP reference pages
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Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md

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* [Shader Graph materials reference](shader-graph-materials-reference.md)
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* [Vertex context reference](vertex-context-reference.md)
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* [Fragment context reference](fragment-context-reference.md)
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* [Hair Master Stack reference](hair-master-stack-reference.md)
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* [Eye Master Stack reference](eye-master-stack-reference.md)
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* [Fabric Master Stack reference](fabric-master-stack-reference.md)
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* [Decal Master Stack reference](decal-master-stack-reference.md)
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* [Lit Master Stack reference](lit-master-stack-reference.md)
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* [Decal Master Stack reference](decal-master-stack-reference.md)
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* [Fabric Master Stack reference](fabric-master-stack-reference.md)
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* [Eye Master Stack reference](eye-master-stack-reference.md)
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* [Hair Master Stack reference](hair-master-stack-reference.md)
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* [Unlit Master Stack reference](unlit-master-stack-reference.md)
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* [Fullscreen Master Stack reference](fullscreen-master-stack-reference.md)
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* [StackLit Master Stack reference](stacklit-master-stack-reference.md)
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* [Canvas Master Stack reference](canvas-master-stack-reference.md)
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* [Water Master Stack reference](master-stack-water.md)
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* [Fullscreen Master Stack reference](fullscreen-master-stack-reference.md)
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* [PBR Sky Master Stack reference](pbr-sky-master-stack-reference.md)
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* [Water Decal Master Stack reference](water-decal-master-stack-reference.md)
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* [Fog Volume Master Stack reference](fog-volume-master-stack-reference.md)
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* [Six Way Master Stack reference](six-way-master-stack-reference.md)
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* [Water Master Stack reference](master-stack-water.md)
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* [Terrain Master Stack reference](terrain-master-stack-reference.md)
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* [TerrainLit Master Stack reference](terrain-master-stack-reference.md)
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* [Canvas Master Stack reference](canvas-master-stack-reference.md)
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* [Environmental effects reference](reference-environmental-effects.md)
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* [Sky reference](reference-sky.md)
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* [Gradient Sky Volume Override reference](gradient-sky-volume-override-reference.md)
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# PBR Sky Master Stack reference
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You can modify the properties of a Physically Based Rendering (PBR) Sky Shader Graph in the PBR Sky Master Stack.
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Refer to [Create a physically based sky](create-a-physically-based-sky.md) for more information.
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## Contexts
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[!include[](snippets/master-stacks-contexts-intro.md)]
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### Vertex Context
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The Vertex context represents the vertex stage of this shader. Unity executes any block you connect to this context in the vertex function of this shader. For more information, refer to [Master Stack](https://docs.unity3d.com/Packages/com.unity.shadergraph@16.0/manual/Master-Stack.html).
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Vertex blocks aren't compatible with the PBR Sky Master Stack.
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### Fragment Context
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Depending on the [Graph Settings](#graph-settings) you choose, the Fragment Context displays the following blocks.
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| **Property** | **Description** | **Setting Dependency** | **Default Value** |
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| ------------ | --------------- | ---------------------- | ----------------- |
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| **Space Color** | Sets the base color of the sky. | None. | `Color.black` |
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| **Ground Color** | Sets the diffuse color of the ground surface. | **Ground Shading** enabled. | `Color.white` |
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| **Ground Emission** | Sets the emissive color of the ground surface. | **Ground Shading** enabled. | `Color.black` |
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| **Ground Smoothness** | Controls the specular reflection sharpness of the ground surface. Choose a high value for sharper, mirror-like reflections, or a low value to produce rougher, more diffuse reflections. | **Ground Shading** enabled. | 0.0 |
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| **Ground Normal (Tangent Space)** | Sets the ground normal in tangent space. | **Ground Shading** enabled and **Fragment Normal Space** set to **Tangent**. | `CoordinateSpace.Tangent` |
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| **Ground Normal (Object Space)** | Sets the ground normal in object space. | **Ground Shading** enabled and **Fragment Normal Space** set to **Object**. | `CoordinateSpace.Object` |
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| **Ground Normal (World Space)** | Sets the ground normal in world space. | **Ground Shading** enabled and **Fragment Normal Space** set to **World**. | `CoordinateSpace.World` |
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## Graph Settings
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Explore the shader graph settings you can use to customize the Fragment Context.
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| **Setting** | **Description** |
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| ------------ | --------------- |
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| **Fragment Normal Space** | Specifies the coordinate space for the normal input in the Fragment Context. The options are:<ul><li>**Tangent**: Normals are relative to the mesh surface’s UV orientation.</li><li>**Object**: Normals are relative to the mesh’s local coordinate system.</li><li>**World**: Normals are relative to the global scene coordinate system.</li></ul>When you change this setting, Unity adds the corresponding **Normal** Block to the Fragment context. |
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| **Ground Shading** | Enables rendering of a physically based ground surface or horizon beneath the sky. When you enable this setting, Unity adds the **Ground Color**, **Ground Emission**, **Ground Smoothness**, and **Ground Normal** Blocks to the Fragment context. |
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| **Custom Editor GUI** | Renders a custom editor GUI in the Inspector window of the material. Enter the name of the GUI class in the field. A Custom Editor GUI class might replace default properties. For more information, refer to [Custom material Inspectors](custom-material-inspectors.md).|

Packages/com.unity.render-pipelines.high-definition/Documentation~/shader-graph-materials-reference.md

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| Page | Description |
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| - | - |
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|[Vertex convertext reference](vertex-context-reference.md)|Learn about the Shader Graph Vertex context and blocks you can use with it in HDRP.|
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|[Fragment context reference](fragment-context-reference.md)|Learn about the Fragment Vertex context and blocks you can use with it in HDRP.|
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|[Hair Master Stack reference](hair-master-stack-reference.md)|Properties and options in the Hair master stack.|
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|[Eye Master Stack reference](eye-master-stack-reference.md)|Properties and options in the Eye master stack.|
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|[Fabric Master Stack reference](fabric-master-stack-reference.md)|Properties and options in the Fabric master stack.|
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|[Decal Master Stack reference](decal-master-stack-reference.md)|Properties and options in the Decal master stack.|
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|[Lit Master Stack reference](lit-master-stack-reference.md)|Properties and options in the Lit master stack.|
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|[Unlit Master Stack reference](unlit-master-stack-reference.md)|Properties and options in the Unlit master stack.|
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|[Fullscreen Master Stack reference](fullscreen-master-stack-reference.md)|Properties and options in the Fullscreen master stack.|
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|[StackLit Master Stack reference](stacklit-master-stack-reference.md)|Properties and options in the StackLit master stack.|
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|[Canvas Master Stack reference](canvas-master-stack-reference.md)|Properties and options in the Canvas master stack.|
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|[Fog Volume Master Stack reference](fog-volume-master-stack-reference.md)|Properties and options in the Fog Volume master stack.|
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|[Six Way Master Stack reference](six-way-master-stack-reference.md)|Properties and options in the Six Way master stack.|
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|[Terrain Master Stack reference](terrain-master-stack-reference.md)|Properties and options in the Terrain master stack.|
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| [Vertex context reference](vertex-context-reference.md) | Learn about the Shader Graph Vertex context and blocks you can use with it in HDRP. |
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| [Fragment context reference](fragment-context-reference.md) | Learn about the Fragment context and blocks you can use with it in HDRP. |
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| [Lit Master Stack reference](lit-master-stack-reference.md) | Properties and options in the Lit master stack. |
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| [Decal Master Stack reference](decal-master-stack-reference.md) | Properties and options in the Decal master stack. |
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| [Fabric Master Stack reference](fabric-master-stack-reference.md) | Properties and options in the Fabric master stack. |
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| [Eye Master Stack reference](eye-master-stack-reference.md) | Properties and options in the Eye master stack. |
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| [Hair Master Stack reference](hair-master-stack-reference.md) | Properties and options in the Hair master stack. |
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| [Unlit Master Stack reference](unlit-master-stack-reference.md) | Properties and options in the Unlit master stack. |
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| [StackLit Master Stack reference](stacklit-master-stack-reference.md) | Properties and options in the StackLit master stack. |
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| [Water Master Stack reference](master-stack-water.md) | Properties and options in the Water master stack. |
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| [Fullscreen Master Stack reference](fullscreen-master-stack-reference.md) | Properties and options in the Fullscreen master stack. |
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| [PBR Sky Master Stack reference](pbr-sky-master-stack-reference.md) | Properties and options in the PBR Sky master stack. |
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| [Water Decal Master Stack reference](water-decal-master-stack-reference.md) | Properties and options in the Water Decal master stack. |
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| [Fog Volume Master Stack reference](fog-volume-master-stack-reference.md) | Properties and options in the Fog Volume master stack. |
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| [Six Way Master Stack reference](six-way-master-stack-reference.md) | Properties and options in the Six Way master stack. |
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| [TerrainLit Master Stack reference](terrain-master-stack-reference.md) | Properties and options in the TerrainLit master stack. |
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| [Canvas Master Stack reference](canvas-master-stack-reference.md) | Properties and options in the Canvas master stack. |
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## Additional resources
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This Master Stack material type has its own set of Graph Settings. Because of the relationship between settings and Blocks, this has consequences on which Blocks are relevant to the Graph. This section contains information on the Blocks this Master Stack material type adds by default, and which Blocks set properties for this Master Stack material type's Graph Settings.
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For more information about the relationship between Graph Settings and Blocks, see [Contexts and Blocks](../understand-shader-graph-in-hdrp.md).
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For more information about the relationship between Graph Settings and Blocks, refer to [Contexts and Blocks](../understand-shader-graph-in-hdrp.md).

Packages/com.unity.render-pipelines.high-definition/Documentation~/terrain-master-stack-reference.md

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# Terrain Master Stack reference
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# TerrainLit Master Stack reference
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You can modify the properties of a Terrain shader graph in the Terrain Master Stack.
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# Water Decal Master Stack reference
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You can modify the properties of a Water Decal Shader Graph in the Water Decal Master Stack.
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Refer to [Water Decals](introduction-to-water-decals.md) for more information.
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## Contexts
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[!include[](snippets/master-stacks-contexts-intro.md)]
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### Vertex Context
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The Vertex context represents the vertex stage of this shader. Unity executes any block you connect to this context in the vertex function of this shader. For more information, refer to [Master Stack](https://docs.unity3d.com/Packages/com.unity.shadergraph@16.0/manual/Master-Stack.html).
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Vertex blocks aren't compatible with the Water Decal Master Stack.
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### Fragment Context
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Depending on the [Graph Settings](#graph-settings) you choose, the Fragment Context displays the following blocks.
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| **Property** | **Description** | **Setting Dependency** | **Default Value** |
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| ------------ | --------------- | ---------------------- | -------------- |
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| **Deformation** | Sets height offset in the decal area to simulate surface displacement. | **Affect Deformation** enabled. | 0.0 |
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| **Horizontal Deformation** | Sets the horizontal offset in UV space to simulate water flow direction. | **Affect Deformation** enabled. | (0,0) |
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| **SurfaceFoam** | Sets the foam intensity on the water surface in the decal area. | **Affect Foam** enabled. | 0.0 |
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| **DeepFoam** | Sets the foam intensity for deeper water zones in the decal area. | **Affect Foam** enabled. | 0.0 |
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| **SimulationMask** | Sets the mask that defines areas affected by water simulation (for example, waves and currents). | **Affect Simulation** enabled. | (1,1,1) |
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| **SimulationFoamMask** | Sets the mask that defines areas where simulation-generated foam appears. | **Affect Foam** enabled. | 1.0 |
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| **LargeCurrent** | Defines large-scale water current direction and strength. | **Affect Large Current** enabled. | (0,0) |
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| **LargeCurrentInfluence** | Controls how much the large current affects the decal area. | **Affect Large Current** enabled. | 1.0 |
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| **RipplesCurrent** | Defines small ripple current direction and strength. | **Affect Ripples Current** enabled. | (0,0) |
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| **RipplesCurrentInfluence** | Controls how much ripple currents affect the decal area. | **Affect Ripples Current** enabled. | 1.0 |
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## Graph Settings
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Explore the shader graph settings you can use to customize the Fragment Context.
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| **Setting** | **Description** |
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| ------------ | --------------- |
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| **Affect Deformation** | Enables customizing deformation-related properties. When you enable this setting, Unity adds the **Deformation** and **Horizontal Deformation** Blocks to the Fragment context. |
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| **Affect Foam** | Enables customizing foam-related properties. When you enable this setting, Unity adds the **SurfaceFoam** and **DeepFoam** Blocks to the Fragment context. |
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| **Affect Simulation Mask** | Enables customizing simulation-related properties. When you enable this setting, Unity adds the **SimulationMask** and **SimulationFoamMask** Blocks to the Fragment context. |
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| **Affect Large Current** | Enables customizing current-related properties. When you enable this setting, Unity adds the **LargeCurrent** and **LargeCurrentInfluence** Blocks to the Fragment context. |
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| **Affect Ripples Current** | Enables customizing ripple-related properties. When you enable this setting, Unity adds the **RipplesCurrent** and **RipplesCurrentInfluence** Blocks to the Fragment context. |
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| **Custom Editor GUI** | Renders a custom editor GUI in the Inspector window of the material. Enter the name of the GUI class in the field. A Custom Editor GUI class might replace default properties. For more information, refer to [Custom material Inspectors](custom-material-inspectors.md).|
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## Additional resources
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- [Water surface fluctuations](water-decals-masking-landing.md)

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