+ /// Fullscreen Debug Mode | -Description | -|
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Screen Space Ambient Occlusion | -When Ray-Traced Ambient Occlusion is active, this displays the screen space buffer that holds the ambient occlusion. | -|
Screen Space Reflection | -When Ray-Traced Reflections are active, this displays the ray-traced reflections. | -|
Transparent Screen Space Reflection | -When Ray-Traced Reflections are active, this displays the ray-traced reflections on transparent objects. | -|
Contact Shadows | -When Ray-Traced Contact Shadows are active, this displays the ray-traced contact shadows. | -|
Screen Space Shadows | -When screen space shadows are active, this displays the set of screen space shadows. If you select this option, Unity exposes the Screen Space Shadow Index slider that allows you to change the currently active shadows. Area lights shadows take two channels. | -|
Screen Space Global Illumination | -When Ray-Traced Global Illumination is active, this displays a screen space buffer that holds the indirect diffuse lighting. | -|
Recursive Ray-Tracing | -When Recursive Ray Tracing is active, this displays the pixels that have been evaluated using the effect. | -|
Ray-Traced Subsurface Scattering | -When Ray-Traced Subsurface Scattering is active, this displays the subsurface lighting value for the pixels that have been evaluated using the technique. | -|
Light Cluster | -This displays the light cluster with the color that varies by the number of the lights in each cell. The red color indicates that the number of lights is over 12 or equal to the maximum number of lights per cell. | -|
Light Category | -Use the drop-down to visualize the number of the lights in the selected light catetgory. | -|
Ray Tracing Acceleration Structure | -This mode displays the GameObjects included in the ray tracing acceleration structure for the following effects:
This mode has the following visualization options:
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-In this example, the red channel has a gradient that reduces the first and second simulation bands. The noise on the green channel reduces ripples. For more information, refer to the Simulation Mask property description. - | -
Property | -Description | -|
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Influence Volume | -||
Shape | -Set the shape of the Adjustment Volume to either Box or Sphere. | -|
Size | -Set the size of the Adjustment Volume. This property only appears if you set Shape to Box. | -|
Radius | -Set the radius of the Adjustment Volume. This property only appears if you set Shape to Sphere. | -|
Mode | -
- Select how to override probes inside the Adjustment Volume. -
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Dilation Validity Threshold | -
- Override the ratio of backfaces a probe samples before HDRP considers it invalid. This option only appears if you set Mode to Override Validity Threshold, and you enable Additional Properties. - |
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Virtual Offset Rotation | -
- Set the rotation angle for the Virtual Offset vector on all probes in the Adjustment Volume. This option only appears if you set Mode to Apply Virtual Offset. - |
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Virtual Offset Distance | -
- Set how far HDRP pushes probes along the Virtual Offset Rotation vector. This option only appears if you set Mode to Apply Virtual Offset. - |
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Geometry Bias | -
- Sets how far HDRP pushes a probe's capture point out of geometry after one of its sampling rays hits geometry. This option only appears if you set Mode to Override Virtual Offset Settings. - |
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Ray Origin Bias | -Override the distance between a probe's center and the point HDRP uses to determine the origin of that probe's sampling ray. This can be used to push rays beyond nearby geometry if the geometry causes issues. This option appears only if you set Mode to Override Virtual Offset Settings. - |
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Intensity Scale | -
- Change the brightness of all probes covered by the Probe Volumes Adjustment Volume component. Use this sparingly, because changing the intensity of probe data can lead to inconsistencies in the lighting. This option only appears if you set Mode to Intensity Scale. - |
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Preview Probe Adjustments | -
- Preview the effect of the adjustments in the Scene view and the Rendering Debugger. - |
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Bake Probe Volumes | -
- Bake the Adaptive Probe Volumes with the adjustments. - |
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-Water type - | --Property - | --Description - | -||
-Pool - | --River - | --Ocean, Sea, or Lake - | -||
-X | --X | --X | --General - | -|
-Surface Type - | --Specifies the type of water body that this surface should imitate. - | -|||
-Geometry Type - | -
-Specifies the shape of the water surface.
-The options are:
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-Script Interactions - | --Enable to have the ability to query the water surface position and current direction from the simulation. - | -|||
-- Full Resolution - | --Only available if Script Interactions is active. Enable to have HDRP calculate the CPU simulation at full resolution. Otherwise, HDRP calculates the simulation at half resolution. Full resolution simulations demand more from the CPU. - | -|||
-- Evaluate Ripples - | --Only available if Script Interactions is active. Enable to have HDRP include ripples in the simulation on the CPU. Increases visual fidelity, but demands more from the CPU. - | -|||
-Tessellation - | --Enable to implement tessellation. - | -|||
-- Max Tessellation Factor - | --Set the level of detail HDRP applies to the surface geometry relative to the camera's position. A higher maximum tessellation factor makes the water surface more detailed and responsive to waves but increases the computational load. - | -|||
-- Tessellation Factor Fade Start - | --Set the distance from the camera where the tessellation detail begins to decrease. - | -|||
-- Tessellation Factor Fade Range - | --Set the distance from the camera at which the tessellation factor reaches 0. - | -|||
-X - | --X - | --X - | --Simulation - | -|
-Time Multiplier - | --Determines the speed at which HDRP presents the water simulation. Values above 1 increase the simulation speed; values lower than 1 decrease it. - | -|||
-Simulation Mask - | -
-Set the texture HDRP uses to reduce or stop water frequencies depending on the water surface type.
For more information, refer to Decals and masking in the Water System. - |
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-X - | --X - | --X - | --Water Decals - | -|
-Region Size - | --Set the width and length in meters of the region HDRP applies the Water Decal to. - | -|||
-Region Anchor - | --Anchor the Water Decal to a GameObject. By default, the region follows the camera. To make the region static, anchor it to the water surface. - | -|||
-Deformation - | --Enable to activate the option for creating a deformation decal. - | -|||
-Foam - | --Enable to activate the option for creating a foam decal. - | -|||
- - | --X - | --X - | -
-River surface types: Agitation -Ocean, Sea, or Lake surface types: Swell - |
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-Repetition Size - | --The size of the water patch in meters. Higher values result in less visible repetition. Also affects the Maximum Amplitude of Swell or Agitation simulation bands. - | -|||
-Distant Wind Speed - | --Represents the speed of distant wind in kilometers per hour. This property indirectly determines the Maximum Amplitude and shape of the swell in a nonlinear way. Nonlinear means that changes to Distant Wind Speed do not have a proportional effect on swells. - | -|||
-Distant Wind Orientation - | --Represents the orientation of distant wind counterclockwise to the world space X vector. (This vector aligns with the blue handle of the Transform Gizmo). Only affects a swell with a Chaos value less than 1. - | -|||
-Chaos - | --Determines how much the Local Wind Orientation affects ripples; values less than 1 increase Local Wind Orientation's influence. Values more than 1 decrease Local Wind Orientation's influence. - | -|||
-Current - | -
-Translates the swell at a constant speed in the given direction.
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- | --X - | --X - | --Simulation Band properties - | -|
-Amplitude Dimmer - | -
-Amplitude Dimmer (Ocean, Sea, or Lake) -
-Amplitude Dimmer (River) -A dimmer that determines the degree to which amplitude can reduce on the Agitation simulation band. For example, if your Amplitude value is 10 meters and you set this property to 0.5, your Agitation is 5 meters high. - - - |
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-Fade - | --Additional property. When this option is active, HDRP begins fading the contribution of this simulation band at the distance from the camera that the Range value specifies. This helps minimize distant aliasing artifacts. - | -|||
-- Range - | --Additional property. The distance from the camera in meters at which HDRP begins to fade the contribution of this simulation band. - | -|||
-Total Amplitude - | --The combined amplitude of all bands. - | -|||
- | -- - | --X - | --Simulation Band property specific to Ocean, Sea, or Lake, appears after Amplitude Mulitplier for each band. - | -|
-Max Amplitude - | --The amplitude of this band, in meters. This is the sum of the original amplitude and the multiplied amplitude. - | -|||
-X - | --X - | --X - | -Ripples | -|
-Local Wind Speed - | --Represents the speed of local wind blowing over the water surface in kilometers per hour. This determines the maximum amplitude and shape of ripples indirectly, in a nonlinear way. Nonlinear means that changes to Local Wind Speed do not have a proportional effect on ripples. - | -|||
-Local Wind Orientation - | --Represents the orientation of local wind counterclockwise to the world space X vector. (This vector aligns with the blue handle of the Transform Gizmo). Only affects ripples with a Chaos value less than 1. - -River and Ocean, Sea, or Lake only: If set to 0, matches the Distant Wind Orientation. - - - | -|||
-Chaos - | --Determines how much the Local Wind Orientation affects ripples; values below 1 increase Local Wind Orientation's influence. Values above 1 decrease the influence of Local Wind Orientation. - | -|||
-Current - | -
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-Fade - | --Additional property. When this option is active, HDRP begins fading the contribution of this simulation band at the distance from the camera that corresponds to the Range value in meters. This helps minimize distant aliasing artifacts. - | -|||
-- Range - | --Additional property. The distance from the camera, in meters, at which HDRP begins to fade the contribution of this simulation band. - | -|||
-x - | --X - | --X - | -Deformation | -|
-Enable - | -Specify if this surface supports deformation.. | -|||
-Resolution - | -The resolution of the deformation texture used to represent the deformation area.
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-Area Size - | -Set the size of the deformation area in meters. | -|||
-Area Offset - | -Set the offset of the deformation area in meters | -|||
- - | --X - | --X - | -||
-Foam - | -||||
Persistence Multiplier | -Determines the lifespan of surface foam. Higher values cause foam to persist longer and leave a trail. | -|||
-Current Influence - | -Specifies the influence of the swell current on foam. A value of zero means foam stays still, a value of one makes the foam match with current direction and speed. Ripple motion doesn't have any impact on foam. | -|||
-Color - | -Determines the foam color, which HDRP multiplies by the foam texture to produce the final appearance. | -|||
-Smoothness - | -Determines how much the foam reflects light. | -|||
-Texture Tiling - | -Sets the per-meter tiling for the foam texture. | -|||
Wind Speed Dimmer | -Determines foam intensity. The normalized Distant Wind Speed determines the X axis value. The spline editor configures the Y axis value. Refer to Foam in the water system for more information. | -|||
Simulation Foam Amount | -Determines the amount of surface foam. Higher values generate larger foam patches. | -|||
- X - | -- X - | -- X - | -- Appearance - | -|
-Custom Material - | --Select a custom material Unity can use to render the water surface. If this is None, Unity uses the default material. - | -|||
-Smoothness - | -||||
-Close - | --Determines how detailed the water surface is when closer to the Scene camera than the smoothness Fade Start value. - | -|||
-- Distant - | --Determines how detailed the water surface is when further from the Scene camera than the smoothness Fade Distance value. - | -|||
-Fade Range - | -
-Specifies the range over which Unity interpolates smoothness from close to distant. -
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-Refraction - | -||||
-Color - | --Determines the color HDRP uses to simulate underwater refraction. - | -|||
-Maximum Distance - | --Determines the maximum distance from the Scene camera Unity renders underwater refraction. Higher values increase the distortion amount. - | -|||
-Absorption Distance - | --Determines how deep into the water the camera can perceive, in meters. - | -|||
-Scattering - | -||||
-Color - | --Determines the color that Unity uses to simulate underwater scattering. - | -|||
-Ambient Term - | --Determines the intensity of the ambient scattering term. - | -|||
-Height Term - | --Determines the intensity of height-based scattering. The higher the vertical displacement, the more the water receives scattering. You can adjust this for artistic purposes. - | -|||
-Displacement Term - | --Determines the intensity of displacement-based scattering. The larger this value is, the more the water receives scattering. - | -|||
-Direct Light Body Term - | --Determines the intensity of direct light scattering on the bodies of waves. - | -|||
- - | --X - | --X - | --Direct Light Tip Term - | --Determines the intensity of direct light scattering on the tips of waves. You can perceive this effect more at grazing angles. - | -
-X - | --X - | --X - | --Caustics - | -|
-X - | --X - | --X - | --Caustics - | --Enable to render caustics. - | -
-Caustics Resolution - | --The resolution at which Unity renders caustics in the simulation. - | -|||
- - | --X - | --X - | --Simulation Band - | -
-Determines which Simulation Band Unity uses for caustics evaluation. -For Ocean, Sea, or Lake water surfaces, the Swell simulation determines the first (index 0) and second (index 1) simulation band values. Ripples determine the third band value (index 2). -The River type has two Simulation Bands, one for Agitation simulation and one for Ripples. -For the Pool type, ripples determine the caustics evaluation. A higher Local Wind Speed value results in larger, looser caustics. - |
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-X - | --X - | --X - | --Virtual Plane Distance - | --Determines the distance from the camera at which Unity projects simulated caustics. High values generate sharper caustics but can cause artifacts. The larger the waves are, the further the plane distance should be to obtain sharp caustics. - | -
-Caustics Intensity - | --Additional property. The normalized intensity of underwater caustics. - | -|||
-Caustics Plane Blend Distance - | --Additional property. The vertical blending distance of the water caustics, in meters from the camera. - | -|||
-X - | --X - | --X - | --Underwater - | -|
-Volume Bounds - | --Specifies the collider Unity uses to determine the volume in which it applies the underwater effect for non-infinite water surfaces. - | -|||
-Volume Priority - | --Determines which surface Unity prioritizes for underwater rendering when multiple water surfaces overlap. Unity renders surfaces with a higher value first. - | -|||
-Transition Size - | --Where the distance between the camera and the water surface is lower than or equal to this value, Unity begins to blend the water surface rendering with the underwater rendering to prevent a sharp cutoff between them. - | -|||
-Absorption Distance Multiplier - | --Determines how far the camera can see underwater. For example, a value of 2.0 means the camera can see twice as far underwater as you can from the water surface. - | -|||
-X - | --X - | --X - | --Miscellaneous - | -|
-Rendering Layer Mask - | --Specifies the rendering layers that render on the water surface. To use this feature, enable Decal Layers and/or Light Layers in your HDRP Asset. - | -|||
-Debug Mode - | --Specifies the view of the debug mode used for the water surface. - | -
-Property - | --Description - | -|
-General - | -||
-State - | --Enable the override to render water surfaces. - | -|
-Level of Detail - | -||
-Triangle Size - | --Sets the size of the triangle edge in screen space. - | -|
-Lighting - | -||
-Ambient Probe Dimmer - | --Determines the influence of the ambient light probe on the water surface. - | -
Property | URP Lit | URP Unlit | Built-In Render Pipeline |
Workflow Mode | See the URP documentation for the Lit URP Shader. | Not applicable. | Not applicable. |
Workflow Mode | See the URP documentation for the Lit URP Shader. | Not applicable. | Not applicable. |
Receive Shadows | |||
Cast Shadows | This property is only exposed if Allow Material Override is enabled for this Shader Graph. Enable this property to make it possible for a GameObject using this shader to cast shadows onto itself and other GameObjects. This corresponds to the SubShader Tag ForceNoShadowCasting. | Not applicable. | |
Surface Type | See the URP documentation for the Lit and Unlit Shaders. | In the Built-In Render Pipeline, this feature has the same behavior as in URP. Consult the URP documentation. | |
Surface Type | See the URP documentation for the Lit and Unlit Shaders. | In the Built-In Render Pipeline, this feature has the same behavior as in URP. Consult the URP documentation. | |
Render Face | In the Built-In Render Pipeline, this feature has the same behavior as in URP. Consult the URP documentation. |