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Reformat repo (#3153)
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CONTRIBUTING.md

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* The PR author is expected to merge the PR. If the author wants the last approving reviewer to merge it instead, this should be explicitly communicated. There is no guideline on how that communication should happen (on GitHub, Slack or even verbally - whatever makes the most sense in the given situation and scope) but it must always be clear to all reviewers if they are expected to merge.
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* A reviewer should not feel nitpicky about requesting (small) changes in a PR, this guideline explicitly encourages this -- also this kind of feedback adds to the quality of our product and it should not be taken personal. Here is a suggestion for a "fast path" though: the reviewer should suggest a solution (like a different phrasing, name or hinting a typo). If the author resolves those exactly as the reviewer suggested, he or she can assume the approval of the reviewer without awaiting another explicit re-review/approval.
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* A reviewer should not feel nitpicky about requesting (small) changes in a PR, this guideline explicitly encourages this -- also this kind of feedback adds to the quality of our product and it should not be taken personal. Here is a suggestion for a "fast path" though: the reviewer should suggest a solution (like a different phrasing, name or hinting a typo). If the author resolves those exactly as the reviewer suggested, he or she can assume the approval of the reviewer without awaiting another explicit re-review/approval.
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### Adding Reviewers
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* For each reviewer added, **reach out to that person on Slack** so that they are made aware of the request.
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* As a Reviewer, please **comment on or approve a PR in a timely manner**. If you’re unable to do so, reach out to the author and let them know.
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* As a Reviewer, please **comment on or approve a PR in a timely manner**. If you’re unable to do so, reach out to the author and let them know.
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* As the PR author you are responsible for landing your PR swiftly. Reach out to devs who do not review in a timely manner on slack and remind them.
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LICENSE.md

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Copyright © 2020 Unity Technologies ApS
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Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
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Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
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Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.

README.md

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2. Click the **Branch** drop-down then click the **Tags** tab.
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3. Find the tag that corresponds to the version of SRP you want to use. When you clone the repository, you use this tag to check out the correct branch.
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To clone the repository, you can use a visual client, like [GitHub Desktop](#GitHubDesktop), or use [console commands](#ConsoleCommands). When you clone the repository, make sure to clone it outside of your Unity Project's Asset folder.
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To clone the repository, you can use a visual client, like [GitHub Desktop](#GitHubDesktop), or use [console commands](#ConsoleCommands). When you clone the repository, make sure to clone it outside of your Unity Project's Asset folder.
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After you clone the repository, you can install the package into your Unity Project. To do this, see [Installing a local package](https://docs.unity3d.com/Manual/upm-ui-local.html).
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com.unity.postprocessing/Documentation~/Ambient-Occlusion.md

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### Performance
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The **Scalable Ambient Obscurance** mode can be resource-intensive, especially when viewed very close to the Camera. To improve performance, use a low `Radius` setting, to sample pixels that are close and in clip space to the source pixel. This makes caching more efficient. Using a higher `Radius` setting generates samples further away from the source pixel and won’t benefit from caching, which slows down the effect.
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The **Scalable Ambient Obscurance** mode can be resource-intensive, especially when viewed very close to the Camera. To improve performance, use a low `Radius` setting, to sample pixels that are close and in clip space to the source pixel. This makes caching more efficient. Using a higher `Radius` setting generates samples further away from the source pixel and won’t benefit from caching, which slows down the effect.
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Because of the Camera’s perspective, objects near the front plane use larger radiuses than those far away, so computing the ambient occlusion pass for an object close to the camera will be slower than for an object further away that only occupies a few pixels on screen.
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com.unity.postprocessing/Documentation~/Anti-aliasing.md

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The Post-processing stack offers the following anti-aliasing modes:
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- [**Fast Approximate Anti-aliasing (FXAA)**](#fast-approximate-anti-aliasing); a fast algorithm for mobile and platforms that don’t support motion vectors.
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- [**Subpixel Morphological Anti-aliasing (SMAA)**](#subpixel-morphological-anti-aliasing); a high-quality but slower algorithm for mobile and platforms that don’t support motion vectors.
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- [**Subpixel Morphological Anti-aliasing (SMAA)**](#subpixel-morphological-anti-aliasing); a high-quality but slower algorithm for mobile and platforms that don’t support motion vectors.
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- [**Temporal Anti-aliasing (TAA)**](#temporal-anti-aliasing); an advanced technique which requires motion vectors. Ideal for desktop and console platforms.
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Each mode is set per-camera in the **Post-process Layer** component.

com.unity.postprocessing/Documentation~/Auto-Exposure.md

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You can debug the exposure in your scene with the **Post-process Debug** component. To do this, add the **Post-process Debug** component to your Camera and enable the **Light Meter** monitor.
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The Light Meter monitor creates a logarithmic histogram that appears in the **Game** window. This displays information about the exposure in your scene in real time. For more information, see [Debugging](#Debugging).
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The Light Meter monitor creates a logarithmic histogram that appears in the **Game** window. This displays information about the exposure in your scene in real time. For more information, see [Debugging](#Debugging).
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![](Images/Ppv2 _ Debugging_Light meter_Graph.png)
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com.unity.postprocessing/Documentation~/Bloom.md

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### Requirements
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- Shader model 3
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com.unity.postprocessing/Documentation~/Chromatic-Aberration.md

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- Green/Purple
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- Purple/Green
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You can create custom spectral textures in any image editing software. While the resolution size of spectral textures are not limited, small sizes like the 3x1 textures provided work best.
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You can create custom spectral textures in any image editing software. While the resolution size of spectral textures are not limited, small sizes like the 3x1 textures provided work best.
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You can achieve a rougher effect by manually setting the **Filter Mode** of the input texture to **Point (no filter)** in the [Texture Import Settings](https://docs.unity3d.com/Manual/class-TextureImporter.html) window.
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com.unity.postprocessing/Documentation~/Color-Grading.md

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## White Balance
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**White Balance** allows you to adjust the overall tint and temperature of your image to create a colder or warmer feel in the final render.
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**White Balance** allows you to adjust the overall tint and temperature of your image to create a colder or warmer feel in the final render.
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![](images/grading-3.png)
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### Requirements
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- Shader Model 3
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- Shader Model 3

com.unity.postprocessing/Documentation~/Debugging-Post-processing-effects.md

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| **Property** | **Description** |
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| Vectorscope | Enable this checkbox to display the **Vectorscope** monitor in the Game window.|
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| Exposure |Set the exposure value this graph samples from.|
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| Exposure |Set the exposure value this graph samples from.|

com.unity.postprocessing/Documentation~/Deferred-Fog.md

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- Depth texture
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com.unity.postprocessing/Documentation~/Grain.md

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The **Grain** effect overlays film noise onto your image. Film noise is the effect that real-world cameras produce when small particles in the camera’s film give the image a coarse, unprocessed effect.
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Unity’s **Grain** effect is based on a coherent gradient noise. This gives your game a gritty effect that simulates the imperfections of film.
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The **Grain** effect available in Unity is based on a coherent gradient noise.
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The **Grain** effect available in Unity is based on a coherent gradient noise.
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![Scene without Grain](images\Grain_image_1.png)
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com.unity.postprocessing/Documentation~/Manipulating-the-Stack.md

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```csharp
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public PostProcessVolume QuickVolume(int layer, float priority, params PostProcessEffectSettings[] settings)
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public PostProcessVolume QuickVolume(int layer, float priority, params PostProcessEffectSettings[] settings)
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The `PostProcessProfile` class contains the following utility methods to help you manage assigned effects:
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The `PostProcessProfile` class contains the following utility methods to help you manage assigned effects:
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| Utility method | **Description** |
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| `T AddSettings()` | Creates, adds and returns a new effect of type `T` to the profile. It throws an exception if it already exist |
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```
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```

com.unity.postprocessing/Documentation~/Quick-start.md

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# Getting started with post-processing
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This page explains how to set up the components required to create post-processing effects in your scene.
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This page explains how to set up the components required to create post-processing effects in your scene.
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<a name="post-process-layer"></a>
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You can use local Volumes to change environment settings, such as fog color and density, to alter the mood of different areas of your Scene.
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**Volume blending** assigns a trigger for a **Post-processing Layer** and controls which layer affects the Camera.
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**Volume blending** assigns a trigger for a **Post-processing Layer** and controls which layer affects the Camera.
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The Post-process Layer component allows you to set up the anti-aliasing effect per-camera. You can use this to optimize the anti-aliasing in your scene. For example, you can enable [**Temporal Anti-aliasing (TAA)**](Anti-aliasing#temporal-anti-aliasing.html) on your Main Camera, and a less resource-intensive form of anti-aliasing like [**Fast approximate anti-aliasing** **(FXAA)**](Anti-aliasing#fast-approximate-anti-aliasing.html) on another camera.
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You can use this setting to optimize your cameras to only use anti-aliasing when needed.
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You can use this setting to optimize your cameras to only use anti-aliasing when needed.
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| Property | Description |
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| Directly to Camera Target | Builds the anti-aliasing result directly to the Camera’s target. This can help with performance. You might find this useful if you are targeting low-end hardware and post-processing is causing performance issues at runtime.<br> <br> **Directly to Camera Target** is not compatible with older post-processing effects that use the `OnRenderImage` API. |
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The Toolkit section comes with a few utilities.
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| Export the current frame to EXR | Supports the following modes:<br>- **Full Frame (as displayed):** Exports the current frame of the Camera’s view. For example, if it is set to the Camera shown in the Game View, the export looks exactly like what is shown in the Game View.<br>- **Disable post-processing:** Exports the current frame of the Camera’s view, without any post-processing applied.<br>- **Break before Color Grading (linear):** Exports the current frame of the Camera’s view, but stops rendering just before **Color Grading** is applied. This is useful if you want to author grading LUTs in an external software.<br>- **Break before Color Grading (log):** Exports the current frame of the Camera’s view and log-encodes the output. This is useful if you want to author full-precision HDR grading LUTs in an external software. |
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The **Post-process Volume** component allows you to control the priority and blending of each local and global volume. You can also create a set of effect overrides to automatically blend post-processing settings in your scene.
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You can add the Post Process Volume component to any GameObject, including the Main Camera GameObject. However, the optimal way to use this component is to create a dedicated GameObject for each volume. To do this:
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You can add the Post Process Volume component to any GameObject, including the Main Camera GameObject. However, the optimal way to use this component is to create a dedicated GameObject for each volume. To do this:
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D. Property override toggle (checkbox): Enable this override checkbox to edit an individual setting. You can also quickly toggle all property overrides on or off with the small **All** and **None** shortcuts below the effect title.
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D. Property override toggle (checkbox): Enable this override checkbox to edit an individual setting. You can also quickly toggle all property overrides on or off with the small **All** and **None** shortcuts below the effect title.

com.unity.postprocessing/Documentation~/Screen-Space-Reflections.md

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# Screen Space Reflections
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# Screen Space Reflections
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The **Screen Space Reflection** effect creates subtle reflections that simulate wet floor surfaces or puddles. It reflects both static and dynamic GameObjects to create realistic reflections.
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com.unity.postprocessing/Documentation~/TableOfContents.md

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* [Writing custom effects](Writing-Custom-Effects)
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* [Known issues](known-issues)
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* [Debugging Post-processing effects](Debugging-Post-processing-effects)
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com.unity.postprocessing/Documentation~/Vignette.md

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# Vignette
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The **Vignette** effect darkens the edges of an image. This simulates the effect in a real-world camera lens caused by thick or stacked filters, secondary lenses, or an improper lens hood. You can use the **Vignette** effect to draw attention to the center of an image.
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The **Vignette** effect darkens the edges of an image. This simulates the effect in a real-world camera lens caused by thick or stacked filters, secondary lenses, or an improper lens hood. You can use the **Vignette** effect to draw attention to the center of an image.
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![Scene without Vignette](images\PostProcessing-Vignette-1.png)
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