diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md b/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md index f18df14cfa5..6949670ca81 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md @@ -114,6 +114,7 @@ * [URP unlit shader with color input](writing-shaders-urp-unlit-color.md) * [Drawing a texture](writing-shaders-urp-unlit-texture.md) * [Visualizing normal vectors](writing-shaders-urp-unlit-normals.md) + * [Write depth only in a shader in URP](writing-shaders-urp-depth-only.md) * [Reconstruct the world space positions](writing-shaders-urp-reconstruct-world-position.md) * [Shader methods in URP](use-built-in-shader-methods.md) * [Import a file from the URP shader library](use-built-in-shader-methods-import.md) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md index 21549c4ed30..0fa31d1c9f1 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md @@ -56,7 +56,7 @@ This section contains properties related to rendering. | Property | Description | |:-|:-| | **Rendering Path** | Select the Rendering Path.
Options: | -|   **Depth Priming Mode** | Specify whether Unity uses scene depth data to identify pixels the camera can't see, then skips the shader fragment stage for those pixels. This speeds up rendering, but has an upfront memory and performance cost. The amount rendering speeds up depends on how many pixels are hidden, and the complexity of the fragment shader code Unity skips.

The options are:
Depth priming isn't compatible with the following: | +| **Depth Priming Mode** | Skips drawing overlapping pixels, to speed up rendering. Unity uses the depth texture to check which pixels overlap. The rendering improvement depends on the number of overlapping pixels and the complexity of the pixel shaders.

**Note**: If you use custom shaders, Unity renders opaque objects as invisible unless you add passes with `DepthOnly` and `DepthNormals` tags. For more information, refer to [Write depth only in a shader](writing-shaders-urp-depth-only.md).

The options are:**Note**: Depth priming isn't supported if you use a [deferred rendering path](rendering/deferred-rendering-path-landing.md) or [Multisample Anti-aliasing](anti-aliasing.md#multisample-anti-aliasing-msaa), or at runtime on mobile devices that use tile-based deferred rendering (TBDR).| |   **Accurate G-buffer normals** | Indicates whether to use a more resource-intensive normal encoding/decoding method to improve visual quality.

This property is available only if **Rendering Path** is set to **Deferred**. | | **Depth Texture Mode** | Specifies the stage in the render pipeline at which to copy the scene depth to a depth texture. The options are: