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Packages/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md

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## Custom Pass AOVs
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Finally, you can use AOVs to output the results of [custom passes](Custom-Pass.md). In particular, you can output the cumulative results of all custom passes that are active on every custom pass injection point. This can be useful to output arbitrary information that custom passes compute, such as the Object ID of the Scene GameObjects.
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## Rendering Precission
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## Rendering precision
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By default AOVs are rendering at the precision and format selected in the HDRP asset. If the AOVRequest is configured with *SetOverrideRenderFormat* option set to true, then rendering will use the same precision as the user allocated AOV output buffer.
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## Scripting API example

Packages/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md

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The **Default Volume Profile Asset** (A) references a Volume Profile in the HDRP package folder called `DefaultSettingsVolumeProfile` by default. Below it, you can add [Volume overrides](Volume-Components.md), and edit their properties. You can assign your own Volume Profile to this property field. Be aware that this property must always reference a Volume Profile. If you assign your own Volume Profile and then delete it, HDRP automatically re-assigns the `DefaultSettingsVolumeProfile` from the HDRP package folder.
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The **LookDev Volume Profile Asset** (B) references the Volume Profile HDRP uses in the [LookDev window](Look-Dev.md). This Asset works in almost the same way as the Default Volume Profile Asset, except that it overrides [Visual Environment Components](Override-Visual-Environment.md) and sky components.![](Images/HDRPgs_Volume_Profiles.png)
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The **LookDev Volume Profile Asset** (B) references the Volume Profile HDRP uses in the [LookDev window](Look-Dev.md). This Asset works in almost the same way as the Default Volume Profile Asset, except it overrides [Visual Environment Components](Override-Visual-Environment.md) and sky components.
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## Diffusion Profile Assets
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HDRP provides one list for each post processing injection point. See the [Custom Post Process](Custom-Post-Process.md) documentation for more details.
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![](Images/HDRPgs_Custom_PP.png)
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## Miscellaneous
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| **Property** | **Description** |

Packages/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md

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## Differences between Forward and Deferred rendering in HDRP
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| **Feature** | **Forward Rendering** | **Defferred** |
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| **Feature** | **Forward Rendering** | **Deferred** |
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|---|---|---|
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| **Normal shadow bias** | HDRP uses the geometric normal (the vertex normal) of the Material for shadow bias, so Forward Rendering produces fewer shadow artifacts. | HDRP uses the pixel normal of the Material for shadow bias, so Deferred Rendering produces more shadow artifacts. |
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| **Emissive Color** | Ambient Occlusion doesn't affect Emissive Color. | Ambient Occlusion affects Emissive Color due to technical constraints. |

Packages/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md

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Frame Settings are settings HDRP uses to render Cameras, real-time, baked, and custom reflections. You can set the default values for Frame Settings for each of these three individually from within the [HDRP Global Settings](Default-Settings-Window.md) tab (menu: **Edit** > **Project Settings** > **Graphics** > **HDRP Global Settings**).
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![](Images/FrameSettings1.png)
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To make Cameras and Reflection Probes use their respective default values for Frame Settings, disable the **Custom Frame Settings** checkbox under the **General** settings of Cameras or under **Capture Settings** of Reflection Probes.
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You can override the default value of a Frame Setting on a per component basis. Enable the **Custom Frame Settings** checkbox to set specific Frame Settings for individual Cameras and Reflection Probes. This exposes the Frame Settings Override which gives you access to the same settings as within the HDRP Global Settings. Edit the settings within the Frame Settings Override to create a Frame Settings profile for an individual component.

Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md

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You can enable Contact Shadows on a per Light basis for Directional, Point, and Spot Lights. Tick the **Enable** checkbox under the **Contact Shadows** drop-down in the **Shadows** section of each Light to indicate that HDRP should calculate Contact Shadows for that Light.
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Only one Light can cast Contact Shadows at a time. This means that, if you have more than one Light that casts Contact Shadows visible on the screen, only the dominant Light renders Contact Shadows. HDRP chooses the dominant Light using the screen space size of the Light’s bounding box. A Directional Light that casts Contact Shadows is always the dominant Light.
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**Note**: A Light casts Contact Shadows for every Mesh Renderer that uses a Material that writes to the depth buffer. This is regardless of whether you enable or disable the **Cast Shadows** property on the Mesh Renderer. This means that you can disable **Cast Shadows** on small GameObjects/props and still have them cast Contact Shadows. This is good if you do not want HDRP to render these GameObjects in shadow maps. If you do not want this behavior, use Shader Graph to author a Material that does not write to the depth buffer.
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[!include[](snippets/volume-override-api.md)]

Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md

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# Micro Shadows
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Micro shadows are shadows that the High Definition Render Pipeline (HDRP) simulates for small details embedded in the Material of a GameObject, but not in its Mesh geometry. HDRP uses the details from the normal map and the ambient occlusion map to estimate the shadows those maps would cast if they were Meshes.
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Micro shadows are shadows that the High Definition Render Pipeline (HDRP) simulates for small details embedded in the Material of a GameObject, but not in its Mesh geometry.
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HDRP uses the details from the normal map, the ambient occlusion map, and specular occlusion to estimate the shadows those details would cast if they were meshes.
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In this image, the different layers of details in the Material shadow each other.
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Volumetric-Clouds.md

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[!include[](snippets/Volume-Override-Enable-Override.md)]
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* In your [HDRP Asset](HDRP Asset) go to **Lighting > Volumetrics > Volumetric Clouds**.
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* In your [HDRP Asset](HDRP-Asset.md) go to **Lighting > Volumetrics > Volumetric Clouds**.
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* In your [Frame Settings](Frame-Settings.md) go to **Lighting > Volumetric Clouds**.
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| -------------------------------- | ------------------------------------------------------------ |
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| **Temporal Accumulation Factor** | The amount of temporal accumulation to apply to the clouds. Temporal accumulation increases the visual quality of clouds by decreasing the noise. A higher value produces better quality clouds, but can create [ghosting](Glossary.md#ghosting). |
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| **Ghosting Reduction** | When you enable this property, HDRP removes the ghosting caused by temporal accumulation. This effect might cause a flickering effect when the **Temporal Accumulation Factor** value is low. |
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| **Perceptual Blending** | Blend the clouds with the environment. This might cause artifacts if the sky is overexposed. This setting only has an effect when you disable multi-sample antialiasing (MSAA). |
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| **Num Primary Steps** | The number of steps to use to evaluate the clouds' transmittance. Higher values linearly increase the resource intensity of the effect. |
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| **Num Light Steps** | The number of steps to use to evaluate the clouds' lighting. Higher values exponent increase the resource intensity of the effect. |
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Packages/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md

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HRDP is only compatible with the following platforms:
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- Windows and Windows Store, with DirectX 11 or DirectX 12 and Shader Model 5.0
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- Google
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- Stadia
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- Sony
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- PlayStation 4
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- PlayStation 5

Packages/com.unity.render-pipelines.high-definition/Documentation~/VR-Overview.md

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* **PC with DX11**:
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* Oculus Rift & Rift S (Oculus XR Plugin, Windows 10, DirectX 11)
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* Windows Mixed Reality (Windows XR Plugin, Windows 10, DirectX 11)
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* Open VR
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* **PS4**:
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* PlayStationVR
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* Open VR*
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**Note**: Valve is currently developing their OpenVR Unity XR plugin for 2019.3 and beyond.
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For more information, see [Unity XR platform updates](https://blogs.unity3d.com/2020/01/24/unity-xr-platform-updates/) on the Unity blog, and [XR Plugin Architecture](https://docs.unity3d.com/Manual/XRPluginArchitecture.html) in the Unity Manual.

Packages/com.unity.render-pipelines.universal/Documentation~/Lights-2D-intro.md

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The 2D lighting model was designed specifically to work with 2D worlds that are coplanar and multi-layered. A 2D Light does not require depth separation between it and the object it is lighting. The 2D shadow system also works in coplanar and does not require depth separation.
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### Not physically based
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The lighting calculation in 2D Lights is not physics based as it is with 3D Lights. The details of the lighting model calculation can be found here.
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The lighting calculation in 2D Lights is not physics-based as it is with 3D Lights. The details of the lighting model calculation can be found here.
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### No interoperability with 3D Lights and 3D Renderers
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Currently both 3D and 2D Lights can only affect 3D and 2D Renderers respectively. 2D Lighting does not work on or effect 3D Renderers such as the [Mesh Renderer](https://docs.unity3d.com/Manual/class-MeshRenderer.html), while 3D Lighting will similarly have no effect on 2D Renderers such as the [Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html). While interoperability between the respective Lights and Renderers may be developed in the future, currently a combination of 2D and 3D Lights and 2D and 3D Renderers in a single Scene can be achieved by using the camera stacking technique.

Packages/com.unity.render-pipelines.universal/Documentation~/customize/inject-render-pass-via-script.md

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6. To raise a call to the `OnDisable()` method: In the Play mode, select Example Cube and clear the checkbox next to the script component title. Unity unsubscribes `WriteLogMessage` from the `RenderPipelineManager.beginCameraRendering` event and stops printing the message in the Console window.
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![Deactivate the script component. Clear the checkbox next to the script component title.](../Images/customizing-urp/deactivate-script-component.png)
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Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger.md

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| Runtime | Console | Yes (only in Development builds) | Press L3 and R3 (Left Stick and Right Stick) |
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| Runtime | Mobile | Yes (only in Development builds) | Use a three-finger double tap |
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![The Rendering Debugger overlay in Play mode.](../Images/rendering-debugger-play-mode.jpg)
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To enable all the sections of the **Rendering Debugger** in your built application, disable **Strip Debug Variants** in **Project Settings > Graphics > URP Global Settings**. Otherwise, you can only use the [Display Stats](#display-stats) section.
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To disable the runtime UI, use the [enableRuntimeUI](https://docs.unity3d.com/Packages/[email protected]/api/UnityEngine.Rendering.DebugManager.html#UnityEngine_Rendering_DebugManager_enableRuntimeUI) property.

Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md

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| Property | Description |
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|:-|:-|
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| **Rendering&#160;Path** | Select the Rendering Path.<br/>Options:<ul><li>**Forward**: The Forward Rendering Path.</li><li>**Deferred**: The Deferred Rendering Path. For more information, refer to [Deferred Rendering Path](rendering/deferred-rendering-path.md).</li></ul> |
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| &#160;&#160;**Depth&#160;Priming&#160;Mode** | This property determines when Unity performs depth priming.<br/>Depth Priming can improve GPU frame timings by reducing the number of pixel shader executions. The performance improvement depends on the amount of overlapping pixels in the opaque pass and the complexity of the pixel shaders that Unity can skip by using depth priming.<br/>The feature has an upfront memory and performance cost. The feature uses a depth prepass to determine which pixel shader invocations Unity can skip, and the feature adds the depth prepass if it's not available yet.<br/>The options are:<ul><li>**Disabled**: Unity does not perform depth priming.</li><li>**Auto**: If there is a Render Pass that requires a depth prepass, Unity performs the depth prepass and depth priming.</li><li>**Forced**: Unity always performs depth priming. To do this, Unity also performs a depth prepass for every render pass. **Note**: Depth priming is disabled at runtime on certain hardware (Tile Based Deferred Rendering) regardless of this setting.</li></ul>On Android, iOS, and Apple TV, Unity performs depth priming only in the Forced mode. On tiled GPUs, which are common to those platforms, depth priming might reduce performance when combined with MSAA.<br/><br/>This property is available only if **Rendering Path** is set to **Forward** |
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| &#160;&#160;**Depth&#160;Priming&#160;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.<br/><br/>The options are:<ul><li>**Disabled**: Unity doesn't perform depth priming.</li><li>**Auto**: Unity performs depth priming only if it's already performed a depth prepass. A depth prepass renders scene depth data early in the render pipeline. This option is not supported on Android, iOS, and Apple TV.</li><li>**Forced**: Unity always performs a depth prepass and depth priming.</li></ul><br/>Depth priming isn't compatible with the following:<ul><li>Platforms that use tile-based rendering.</li><li>The Deferred rendering path.</li><li>Multisample anti-aliasing (MSAA).</li></ul> |
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| &#160;&#160;**Accurate G-buffer normals** | Indicates whether to use a more resource-intensive normal encoding/decoding method to improve visual quality.<br /><br />This property is available only if **Rendering Path** is set to **Deferred**. |
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| **Depth Texture Mode** | Specifies the stage in the render pipeline at which to copy the scene depth to a depth texture. The options are:<ul><li>**After Opaques**: URP copies the scene depth after the opaques render pass.</li><li>**Force Prepass**: URP does a depth prepass to generate the scene depth texture. |
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Packages/com.unity.visualeffectgraph/Documentation~/Properties.md

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Expand Compound Property Types to access their components.
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To access components in a script, add an underscore before the component name. For example to access the `radius` component of `MySphere`, use `MySphere_radius`.
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![](Images/PropertyCompound.png)
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