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Merge pull request #8115 from Unity-Technologies/internal/2022.3/staging
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Packages/com.unity.render-pipelines.core/Documentation~/custom-material-inspector.md

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@@ -6,7 +6,7 @@ Custom Material Inspectors enable you to define how Unity displays properties in
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The implementation for custom Material Inspectors differs between URP and HDRP. For example, for compatibility purposes, every custom Material Inspector in HDRP must inherit from `HDShaderGUI` which does not exist in URP. For information on how to create custom Material Inspectors for the respective render pipelines, see:
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- **HDRP**: [HDRP custom Material Inspectors](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/hdrp-custom-material-inspector.html).
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- **HDRP**: [HDRP custom Material Inspectors](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/custom-material-inspectors.html).
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- **URP**: [Unity Custom Shader GUI](https://docs.unity3d.com/Manual/SL-CustomShaderGUI.html).
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## Assigning a custom Material Inspector

Packages/com.unity.render-pipelines.core/Documentation~/render-graph-writing-a-render-pipeline.md

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@@ -15,7 +15,7 @@ public class MyRenderPipeline : RenderPipeline
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void InitializeRenderGraph()
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{
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m_RenderGraph = new RenderGraph(MyRenderGraph);
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m_RenderGraph = new RenderGraph("MyRenderGraph");
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}
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void CleanupRenderGraph()

Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs

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cmd.DrawMesh(s_TriangleMesh, Matrix4x4.identity, material, 0, shaderPass, s_PropertyBlock);
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else
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cmd.DrawProcedural(Matrix4x4.identity, material, shaderPass, MeshTopology.Triangles, 3, 1, s_PropertyBlock);
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s_PropertyBlock.Clear();
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}
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static internal void DrawQuad(CommandBuffer cmd, Material material, int shaderPass)
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cmd.DrawMesh(s_QuadMesh, Matrix4x4.identity, material, 0, shaderPass, s_PropertyBlock);
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else
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cmd.DrawProcedural(Matrix4x4.identity, material, shaderPass, MeshTopology.Quads, 4, 1, s_PropertyBlock);
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s_PropertyBlock.Clear();
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}
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/// <summary>
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/// <param name="pass">Pass idx within the material to invoke.</param>
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public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, Vector4 scaleBias, Material material, int pass)
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{
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s_PropertyBlock.Clear();
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s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBias);
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// Unfortunately there is no function bind a RenderTargetIdentifier with a property block so we have to bind it globally.
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cmd.SetGlobalTexture(BlitShaderIDs._BlitTexture, source);
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/// <param name="pass">Pass idx within the material to invoke.</param>
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public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int pass)
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{
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s_PropertyBlock.Clear();
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s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, Vector2.one);
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// Unfortunately there is no function bind a RenderTargetIdentifier with a property block so we have to bind it globally.
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cmd.SetGlobalTexture(BlitShaderIDs._BlitTexture, source);
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cmd.SetRenderTarget(destination);
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/// <param name="pass">Pass idx within the material to invoke.</param>
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public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, RenderBufferLoadAction loadAction, RenderBufferStoreAction storeAction, Material material, int pass)
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{
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s_PropertyBlock.Clear();
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s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, Vector2.one);
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// Unfortunately there is no function bind a RenderTargetIdentifier with a property block so we have to bind it globally.
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cmd.SetGlobalTexture(BlitShaderIDs._BlitTexture, source);
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cmd.SetRenderTarget(destination, loadAction, storeAction);

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

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- **Camera**: `HDAdditionalCameraData.renderingPathCustomFrameSettings`
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- **Reflection Probe**: `HDAdditionalReflectionData.frameSettings`
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For information on the API available for `FrameSettings`, including how to edit the value of a Frame Setting, see [FrameSettings Scripting API](framesettings-scripting-api).
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For information on the API available for `FrameSettings`, including how to edit the value of a Frame Setting, see [FrameSettings Scripting API](#framesettings-scripting-api).
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## Frame Setting enumerations
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Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/shadow-matte.md

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<td><strong>Shadow Matte</strong></td>
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<td></td>
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<td></td>
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<td>Indicates whether or not the Shader receives shadows. Shadow matte only supports shadow maps. It does not support Screen Space Shadows, <a href="Ray-Traced-Shadows.md">Ray-Traced Shadows</a>, or <a href="Override-Contact-Shadows.md">Contact Shadows</a>.</td>
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<td>Indicates whether the shader receives shadows. Shadow matte only supports shadow maps.
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It doesn't support screen-space shadows, <a href="Ray-Traced-Shadows.md">ray-traced Shadows</a>, or <a href="Override-Contact-Shadows.md">contact shadows</a>.<br>
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Enable **Shadow Matte** if you add a custom Node that samples shadow maps, otherwise shadows might not render correctly.
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</td>
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</tr>

Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs

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context.cmd.ClearRenderTarget(false, true, Color.clear);
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context.renderContext.ExecuteCommandBuffer(context.cmd);
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context.cmd.Clear();
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context.renderContext.DrawUIOverlay(data.camera);
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if (data.camera.targetTexture == null)
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context.renderContext.DrawUIOverlay(data.camera);
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});
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}
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}

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

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* [Render Pipeline Converter](features/rp-converter.md)
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* [Upgrade custom shaders for URP compatibility](urp-shaders/birp-urp-custom-shader-upgrade-guide.md)
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* [Find graphics quality settings in URP](birp-onboarding/quality-settings-location.md)
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* [Update graphics quality levels for URP](quality-presets.md)
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* [Update graphics quality levels for URP](birp-onboarding/quality-presets.md)
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Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-layers.md

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* When using Rendering Layers only for Lights in the Forward Rendering Path, the performance impact is insignificant.
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* Performance impact grows more significantly when the Rendering Layer count exceeds a multiple of 8. For example: increasing the layer count from 8 to 9 layers has a bigger relative impact than increasing the layer count from 9 to 10 layers.
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* Performance impact grows more significantly when the Rendering Layer count exceeds a multiple of 8. For example: increasing the layer count from 8 to 9 layers has a bigger relative impact than increasing the layer count from 9 to 10 layers. The same consideration applies to increasing the count from 16 to 17, from 24 to 25 and so on.

Packages/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md

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Now you can use the Volume Override to enable and adjust the settings for the post-processing effect.
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> [!NOTE]
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> The GameObject which contains the volume and the camera you wish to apply post-processing to must be on the same Layer.
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> Post-processing effects from a volume apply to a camera only if a value in the **Volume Mask** property of the camera contains the layer that the volume belongs to.
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Refer to [Understand Volumes](Volumes.md) for more information.
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Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal.md

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Select this check box to enable the [Rendering Layers](features/rendering-layers.md) functionality.
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For more information, refer to [How to use Rendering Layers with Decals](features/rendering-layers#how-to-rendering-layers-decals).
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If you enable **Use Rendering Layers**, URP creates a DepthNormal prepass. This makes decals less efficient on GPUs that implement tile-based rendering.
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## Decal Projector component

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