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reformatted list #6963
reformatted list #6963
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
It appears that you made a non-draft PR! |
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Added a couple of comments.
com.unity.render-pipelines.high-definition/Documentation~/UI-Best-Practices.md
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HDRP supports all the Canvas **Render Modes**, however, it only supports Unlit UI shaders for Canvas UI. | ||
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## Working in a linear color space | ||
HDRP Projects require you to work in linear [color space](https://docs.unity3d.com/Manual/LinearLighting.html). When you create UI in the Editor, ensure the sprite textures are in linear color space to make sure the UI renders correctly. This is especially important for transparent sprites. For more information, see [Linear or gamma workflow](https://docs.unity3d.com/Manual/LinearRendering-LinearOrGammaWorkflow.html) and [Working with linear Textures](https://docs.unity3d.com/Manual/LinearRendering-LinearTextures.html). | ||
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## Multiple camera setup | ||
HDRP only supports a single camera setup by default. If you need to use more than one camera at the same time, it is best practice to use one the following alternatives: | ||
HDRP only supports a single camera setup by default. If you need to use more than one camera at the same time, you should use one the following alternatives: |
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Should Camera be capitalised here? Also remove "you should" entirely.
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In the style guide: "Do not use the word should because it is ambiguous. Be explicit. "
* reformatted list * Update UI-Best-Practices.md * Update UI-Best-Practices.md * Update UI-Best-Practices.md
* [Fogbugz # 1398085] Fixing flicker when toggling hardware DRS #6868 * [Fogbugz # 1381103] Fixing hardware DRS performance when active with multiple views #6862 * [Fogbugz#1388961] Fixing PBR Dof for DLSS #6651 * Do not use the dynResHandler while initializing the state. Ensuring we use the asset directly until we build up the drs state (#6966) * [Docs] [HDRP] Update scripts in the accumulation API documentation (#6951) * Update scripts in the accumulation API documentation * Min frame rate should not be zero * Update Ray-Tracing-Path-Tracing.md * reformatted list (#6963) * reformatted list * Update UI-Best-Practices.md * Update UI-Best-Practices.md * Update UI-Best-Practices.md * Fixing formatting #6967 * Fixed RTGI potentially reading from outside the half res pixels due to missing last pixel during the upscale pass (case 1400310). #6985 * add visual scripting to package list (#7018) * Apply formatting changes Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
Part of a quality review of HDRP docs.
Reformatted the first paragraph into a list