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Volume docs bugfixes (#6714)
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* Volume docs bugfixes

Updates screenshots, menu paths and fixed some typos and inaccuracies.

* Apply formatting changes

Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
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2 people authored and sebastienlagarde committed Jan 13, 2022
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# Frame Settings

Frame Settings are settings HDRP uses to render Cameras, real-time, baked, and custom reflections. You can set the default values for Frame Settings for each of these three individually from within the [HDRP Global Settings](Default-Settings-Window.md) tab (menu: **Edit > Project Settings > Graphics > HDRP Settings**).
Frame Settings are settings HDRP uses to render Cameras, real-time, baked, and custom reflections. You can set the default values for Frame Settings for each of these three individually from within the [HDRP Global Settings](Default-Settings-Window.md) tab (menu: **Edit** > **Project Settings** > **Graphics > HDRP Global Settings**).

![](Images/FrameSettings1.png)

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Expand Up @@ -18,40 +18,43 @@ To create Local Volumetric Fog, right click in the Hierarchy and select __Volume

| Property | Description |
| :--------------------------- | :----------------------------------------------------------- |
| **Single Scattering Albedo** | Sets the fog color. Volumetric Fog tints lighting, so the fog scatters light to this color. It only tints lighting emitted by Lights behind or within the fog. This means that it does not tint lighting that reflects off GameObjects behind or within the fog - reflected lighting only gets dimmer (fades to black) as fog density increases. For example, if you shine a Light at a white wall behind fog with red Single Scattering Albedo, the fog looks red. If you shine a Light at a white wall and view it from the other side of the fog, the fog darkens the light but doesn’t tint it red. |
| **Single Scattering Albedo** | Sets the fog color.<br/>Volumetric Fog tints lighting as the light scatters to appear this color. It only tints lighting emitted by Lights behind or within the fog. This means that it does not tint lighting that reflects off GameObjects behind or within the fog. Reflected lighting gets dimmer (fades to black) as fog density increases.<br/>For example, if you shine a Light at a white wall behind fog with red Single Scattering Albedo, the fog looks red. If you shine a Light at a white wall and view it from the other side of the fog, the fog darkens the light but doesn’t tint it red. |
| **Fog Distance** | Controls the density at the base of the fog and determines how far you can see through the fog in meters. At this distance, the fog has absorbed and out-scattered 63% of background light. |
| **Size** | Controls the dimensions of the Volume. |
| **Per Axis Control** | Enable this to control blend distance per axis instead of globally. |
| **Blend Distance** | Blend Distance creates a fade from the fog level in the Volume to the fog level outside it. This is not a percentage, it is the absolute distance from the edge of the Volume bounds, defined by the Size property, where the fade starts. Unity clamps this value between 0 and half of the lowest axis value in the Size property. If you use the Normal tab, you can alter a single float value named Blend Distance, which gives a uniform fade in every direction. If you open the Advanced tab, you can use two fades per axis, one for each direction. For example, on the x-axis you could have one for left-to-right and one for right-to-left. Setting the distance to 0 hides the fade, while setting the distance to 1 creates a fade. |
| **Per Axis Control** | Enable this to control blend distance per axis instead of globally. |
| **Blend Distance** | Blend Distance creates a fade from the fog level in the Volume to the fog level outside it. <br/>This value indicates the absolute distance from the edge of the Volume bounds, defined by the Size property, where the fade starts.<br/>Unity clamps this value between 0 and half of the lowest axis value in the Size property.<br/>If you use the **Normal** tab, you can alter a single float value named Blend Distance, which gives a uniform fade in every direction. If you open the **Advanced** tab, you can use two fades per axis, one for each direction. For example, on the X-axis you could have one for left-to-right and one for right-to-left.<br/>A value of 0 hides the fade, and a value of 1 creates a fade. |
| **Falloff Mode** | Controls the falloff function applied to the blending of **Blend Distance**. By default the falloff is linear but you can change it to exponential for a more realistic look. |
| **Invert Blend** | Reverses the direction of the fade. Setting the Blend Distances on each axis to its maximum possible value preserves the fog at the center of the Volume and fades the edges. Inverting the blend fades the center and preserves the edges instead. |
| **Distance Fade Start** | Distance from the camera at which the Local Volumetric Fog starts to fade out. This is useful when optimizing a scene with a lot of Local Volumetric Fog and making the more distant ones disappear|
| **Distance Fade End** | Distance from the camera at which the Local Volumetric Fog has completely faded out. This is useful when optimizing a scene with a lot of Local Volumetric Fog and making the more distant ones disappear|
| **Distance Fade Start** | Distance from the camera at which the Local Volumetric Fog starts to fade out. This is useful when optimizing a scene with a lot of Local Volumetric Fog and making the more distant ones disappear |
| **Distance Fade End** | Distance from the camera at which the Local Volumetric Fog has completely faded out. This is useful when optimizing a scene with a lot of Local Volumetric Fog and making the more distant ones disappear |
| **Density Mask Texture** | Specifies a 3D texture mapped to the interior of the Volume. Local Volumetric Fog only uses the RGB channels of the texture for the fog color and A for the fog density multiplier. A value of 0 in the Texture alpha channel results in a Volume of 0 density, and the value of 1 results in the original constant (homogeneous) volume. |
| **Scroll Speed** | Specifies the speed (per-axis) at which the Local Volumetric Fog scrolls the texture. If you set every axis to 0, the Local Volumetric Fog does not scroll the texture and the fog is static. |
| **Tiling** | Specifies the per-axis tiling rate of the texture. For example, setting the x-axis component to 2 means that the texture repeats 2 times on the x-axis within the interior of the volume. |

## Related Settings in the HDRP Asset

There are two settings related to Local Volumetric Fog in the HDRP Asset settings: **Max Local Volumetric Fog Size** and **Max Local Volumetric Fog On Screen**. You can find both of these settings in the HDRP Asset's **Lighting** section.
The [HDRP Asset](HDRP-Asset.md) contains the following settings that relate to Local Volumetric Fog:

![](Images/HDRPAsset_VolumetricSettings.png)
| Property | Description |
|---|---|
| **Max Local Volumetric Fog Size** | Controls the maximum resolution you can use for the **Density Mask Texture**.<br/>This setting can have a high impact on performance. The information box (highlighted in the image below) describes how much memory HDRP allocates for the Local Volumetric Fog system. |
| **Max Local Volumetric Fog On Screen** | Controls how many Local Volumetric Fog components can appear on-screen at once. This setting has an impact on performance, especially at high values. |

The **Max Local Volumetric Fog Size** controls the maximum resolution you can use for the **Density Mask Texture**. Changing this setting can have a large impact on memory usage. For information on how much memory HDRP allocates for the Local Volumetric Fog system, see the info box below this setting in the HDRP Asset.
To change these settings, open the HDRP Asset's **Lighting** section and expand the **Volumetrics** drop down.

The **Max Local Volumetric Fog On Screen** controls how many Local Volumetric Fog components can appear on-screen at once. This setting also has an impact on memory.
![](Images/HDRPAsset_VolumetricSettings.png)

## Builtin Density Mask Texture
## Built in Density Mask Texture

HDRP includes 3D Density Mask Textures with different noise values and shapes that you can use in your scene. To use these Textures, import them from the HDRP samples package:
HDRP includes 3D Density Mask Textures with different noise values and shapes that you can use in your scene. To use these Textures, import them from the High Definition RP package samples:

1. Open the Package Manager window (menu: **Window** > **Package Manager**).
2. Find the High Definition RP package.
3. Expand **Samples**.
4. Find the **Local Volumetric Fog Mask Textures** sample and click on the Import button to the right.
2. Find the **High Definition RP** package.
3. Expand the **Samples** drop-down.
4. Find the **Local Volumetric Fog 3D Texture Samples** and click on the **Import** button to the right.

## Creating a Density Mask Texture

1. In image-editing software of your choice, prepare an RGBA flipbook texture and [import it as a 3D texture](https://docs.unity3d.com/2020.2/Documentation/Manual/class-Texture3D.html). For example, a texture of size 1024x32 describes a 3D texture of size 32x32x32 with 32 slices laid out one after another.
1. In the image-editing software of your choice, create an RGBA flipbook texture and [import it as a 3D texture](https://docs.unity3d.com/2020.2/Documentation/Manual/class-Texture3D.html). For example, a texture of size 1024x32 describes a 3D Texture of size 32x32x32 with 32 slices laid out one after another.

2. Open a Local Volumetric Fog component and assign the texture you just imported to the __Texture__ field in the __Density Mask Texture__ section.
2. Open a **Local Volumetric Fog** component and in its __Density Mask Texture__ section assign the 3D Texture you imported to the __Texture__ field .
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Expand Up @@ -2,7 +2,7 @@

![](Images/volumetric-clouds-1.png)

The **Volumetric Clouds** [Volume component override](Volume-Components.md) controls settings relevant to rendering volumetric clouds in the High Definition Render Pipeline (HDRP). Volumetric clouds are intractable clouds that can render shadows, and receive fog and volumetric light.
The **Volumetric Clouds** [Volume component override](Volume-Components.md) controls settings relevant to rendering volumetric clouds in the High Definition Render Pipeline (HDRP). Volumetric clouds are interactable clouds that can render shadows, and receive fog and volumetric light.

To generate and render volumetric clouds, HDRP uses:

Expand All @@ -19,9 +19,9 @@ Using these three things, HDRP generates volumetric clouds in a two-step process

[!include[](snippets/Volume-Override-Enable-Override.md)]

* In your HDRP Asset go to **Lighting > Volumetric Clouds > Volumetric Clouds**.
* In your [HDRP Asset](HDRP Asset) go to **Lighting > Volumetrics > Volumetric Clouds**.

* In your Frame Settings go to **Lighting > Volumetric Clouds**.
* In your [Frame Settings](Frame-Settings.md) go to **Lighting > Volumetric Clouds**.

## Using Volumetric Clouds

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Expand Up @@ -6,11 +6,29 @@ A Volume Profile organizes its properties into structures which control differen

## Creating and customizing a Volume Profile

There are multiple ways to create a Volume Profile. Unity creates, and links, a Volume Profile automatically when you create a **Scene Settings** GameObject (menu: **Rendering > Scene Settings**). You can also create a Volume Profile manually. Navigate to menu: **Assets > Create > Volume Profile**.
There are multiple ways to create a Volume Profile.

Open the Volume Profile in the Inspector to edit its properties. To do this, you can either:
Create a Scene Settings GameObject from the **GameObject** > **Volume** menu. You can select one of the following:

&#8226; Select the Volume Profile in on the Assets folder.
&#8226; [**Global Volume**](Volumes.md)

&#8226; [**Sky and Fog Global Volume**](Override-Visual-Environment.md)

&#8226; **Box Volume**

&#8226; **Sphere Volume**

&#8226; **Convex Mesh Volume**

&#8226; [**Custom Pass Volume**](Custom-Pass-Creating.md)

Unity creates and links a Volume Profile automatically when you create one of these volumes.

You can also create a Volume Profile manually. To do this, navigate to **Assets** > **Create** > **Volume Profile**.

Open the Volume Profile in the Inspector to edit its properties. To do this, you can either:

&#8226; Select the Volume Profile in the Assets folder.

![](Images/VolumeProfile1.png)

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