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[Port] [2021.3] Docs feedback fixes January 2025 part 2
Minor docs fixes for January 2025, from user feedback. Part 2. Jira tickets: - https://jira.unity3d.com/browse/DOCG-6479 - move experimental warnings to below h1s - https://jira.unity3d.com/browse/DOCG-6481 - add a link to RenderDoc from shader debugging landing page
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Packages/com.unity.visualeffectgraph/Documentation~/ExposedPropertyHelper.md

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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This feature is currently experimental and is subject to change in later major versions. To use this feature, enable <b>Experimental Operators/Blocks</b> in the <b>Visual Effects</b> tab of your Project's Preferences.</div>
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# Exposed Property class
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**Note:** This feature is currently experimental and is subject to change in later major versions. To use this feature, enable **Experimental Operators/Blocks** in the **Visual Effects** tab of your Project's Preferences.
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The `ExposedProperty` class is a helper class that stores a property ID based on the property's name. The value that you assign to an `ExposedProperty` is the string name of a Shader property. The class automatically calls the `Shader.PropertyToID(string name)` function with the Shader property name as the parameter and stores the integer ID the function returns. When you use this class in a Property, Event, or EventAttribute method in the [component API](ComponentAPI.md), it implicitly uses this integer.
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When you want to access a Shader property, you can either use the property's name or its ID. It is often easier to use the name of the property, however it is more efficient to use the property's integer ID. This class is useful because it combines the convenience of using the property name with the efficiency of using the property ID.

Packages/com.unity.visualeffectgraph/Documentation~/SpawnerCallbacks.md

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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This feature is currently experimental and is subject to change in later major versions. To use this feature, enable <b>Experimental Operators/Blocks</b> in the <b>Visual Effects</b> tab of your Project's Preferences.</div>
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# Spawner Callbacks
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**Note:** This feature is currently experimental and is subject to change in later major versions. To use this feature, enable **Experimental Operators/Blocks** in the **Visual Effects** tab of your Project's Preferences.
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Spawner Callbacks is a C# API that allows you to define custom runtime behavior and create new Blocks for use in Spawn Contexts.
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Spawner Callbacks allow you to:

Packages/com.unity.visualeffectgraph/Documentation~/VectorFields.md

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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This feature is currently experimental and is subject to change in later major versions. To use this feature, enable <b>Experimental Operators/Blocks</b> in the <b>Visual Effects</b> tab of your Project's Preferences.</div>
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# Vector Fields / Signed Distance Fields
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**Note:** This feature is currently experimental and is subject to change in later major versions. To use this feature, enable **Experimental Operators/Blocks** in the **Visual Effects** tab of your Project's Preferences.
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Vector Fields and Signed Distance Fields are 3D Fields containing values stored in voxels. These are available as 3D Textures in Visual Effect Graph and can be imported using the Volume File (`.vf`) file format.
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Volume File is an [Open Source specification](https://github.com/peeweek/VectorFieldFile/blob/master/README.md) that contains basic structure for storing floating point data. Unity automatically imports Volume File files are automatically imported in unity as 3D Textures and can be used in Visual Effect Graph Blocks and Operators that input 3D Textures, such as Vector Field or Signed Distance Field Blocks.

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