diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Images/LightAnchorAnimation.gif b/Packages/com.unity.render-pipelines.core/Documentation~/Images/LightAnchorAnimation.gif deleted file mode 100644 index 2e4ea72c416..00000000000 Binary files a/Packages/com.unity.render-pipelines.core/Documentation~/Images/LightAnchorAnimation.gif and /dev/null differ diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Images/videos/light-anchor-animation.mp4 b/Packages/com.unity.render-pipelines.core/Documentation~/Images/videos/light-anchor-animation.mp4 new file mode 100644 index 00000000000..1b7784f1e57 Binary files /dev/null and b/Packages/com.unity.render-pipelines.core/Documentation~/Images/videos/light-anchor-animation.mp4 differ diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Rendering-Debugger.md b/Packages/com.unity.render-pipelines.core/Documentation~/Rendering-Debugger.md index 988b773307f..f761d66735f 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/Rendering-Debugger.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/Rendering-Debugger.md @@ -127,7 +127,7 @@ public class CustomDebugPanel : MonoBehaviour Add the script to a GameObject. You should see a new **My Custom Panel** panel in the **Rendering Debugger** window. -![](Images/rendering-debugger.png) +![Screenshot of the Rendering Debugger window showing a new custom panel.](Images/rendering-debugger.png) ### Add a control to an existing panel diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/View-Lighting-Tool.md b/Packages/com.unity.render-pipelines.core/Documentation~/View-Lighting-Tool.md index ef36cc257bc..a224d2763e7 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/View-Lighting-Tool.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/View-Lighting-Tool.md @@ -17,13 +17,13 @@ Use the **Orbit** and **Elevation** to control the orientation of the light, in You can use the **Anchor Position Override** to provide a GameObject’s [Transform](https://docs.unity3d.com/ScriptReference/Transform.html) as an anchor point for the Light. This is useful if you want the Light to follow a specific GameObject in the Scene. -![](Images/LightAnchorAnimation.gif) + **Note**: The above example uses the Main Camera as the reference Camera that adjusts the light rotation. The Common presets might create a different result in the Scene View if your view isn't aligned with the Main Camera. You can set a **Position Offset** for this custom Anchor. This is useful if the Transform position of the custom Anchor isn't centered appropriately for the light to orbit correctly around the custom Anchor. -![](Images/LightAnchor0.png) +![Light Anchor component screenshot. Orbit and Elevation properties display example values that change the orientation of a light.](Images/LightAnchor0.png) The Light Anchor component also includes a list of **Presets** that you can use to set the Light's orientation relative to the main Camera. diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-setting.md b/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-setting.md index d3a57390314..c4505bc83f5 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-setting.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-setting.md @@ -37,7 +37,7 @@ public class MySettings : IRenderPipelineGraphicsSettings public Material myMaterial; } ``` -![](Images/customsettings-addsetting.png)
+![Screenshot of the Project Settings window. The Graphics section contains the new custom settings from the example script.](Images/customsettings-addsetting.png)
The **Edit** > **Project Settings** > **Graphics** window with the new custom setting from the example script. ## Set the default asset for a reference property diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-settings.md b/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-settings.md index 1365a8648f4..d0d515da02f 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-settings.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-settings.md @@ -37,7 +37,7 @@ public class MySettings : IRenderPipelineGraphicsSettings } ``` -![](Images/customsettings-settingsgroup.png)
+![Screenshot of the Project Settings window. The Graphics section contains the new custom settings group from the example script.](Images/customsettings-settingsgroup.png)
The **Edit** > **Project Settings** > **Graphics** window with the new custom settings group from the example script. ## Change the display order of settings groups diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/adding-properties.md b/Packages/com.unity.render-pipelines.core/Documentation~/adding-properties.md index b6554fb9261..26a649ba9d8 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/adding-properties.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/adding-properties.md @@ -30,4 +30,4 @@ For example: Unity shows the new properties in the **Core Render Pipeline** settings section: -![](Images/core_render_pipeline_preference_provider.png) +![Screenshot of the Preferences window showing the new properties in the Core Render Pipeline settings section.](Images/core_render_pipeline_preference_provider.png) diff --git a/Packages/com.unity.render-pipelines.core/Editor/AssemblyInfo.cs b/Packages/com.unity.render-pipelines.core/Editor/AssemblyInfo.cs index e867779953e..da38b033da5 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/AssemblyInfo.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/AssemblyInfo.cs @@ -3,3 +3,6 @@ [assembly: InternalsVisibleTo("Unity.RenderPipelines.Core.Editor.Shared")] [assembly: InternalsVisibleTo("Unity.RenderPipelines.Core.Editor.Tests")] [assembly: InternalsVisibleTo("Unity.RenderPipelines.HighDefinition.Editor.Tests")] +[assembly: InternalsVisibleTo("Unity.RenderPipelines.HighDefinition.Editor.Tests")] +[assembly: InternalsVisibleTo("Assembly-CSharp-Editor-testable")] + diff --git a/Packages/com.unity.render-pipelines.core/Editor/CoreEditorStyles.cs b/Packages/com.unity.render-pipelines.core/Editor/CoreEditorStyles.cs index 74af19d2b45..c624b204fad 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/CoreEditorStyles.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/CoreEditorStyles.cs @@ -215,7 +215,7 @@ static CoreEditorStyles() greenTexture = CoreEditorUtils.CreateColoredTexture2D(Color.green, "Green 1x1"); blueTexture = CoreEditorUtils.CreateColoredTexture2D(Color.blue, "Blue 1x1"); - iconHelp = CoreEditorUtils.FindTexture("_Help"); + iconHelp = CoreEditorUtils.LoadIcon("icons", "console.infoicon", ".png"); iconWarn = CoreEditorUtils.LoadIcon("icons", "console.warnicon", ".png"); iconFail = CoreEditorUtils.LoadIcon("icons", "console.erroricon", ".png"); iconSuccess = EditorGUIUtility.FindTexture("TestPassed"); diff --git a/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/.buginfo b/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/.buginfo index d595eb6c6aa..24a842b92f3 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/.buginfo +++ b/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/.buginfo @@ -1 +1 @@ -area: Post-processing and UI Features \ No newline at end of file +area: Post-processing and Compositing \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Editor/UXML/VolumeEditor.uxml b/Packages/com.unity.render-pipelines.core/Editor/UXML/VolumeEditor.uxml index 22d89d92071..7d9e4742b95 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/UXML/VolumeEditor.uxml +++ b/Packages/com.unity.render-pipelines.core/Editor/UXML/VolumeEditor.uxml @@ -1,17 +1,17 @@