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Post Processing disabling in Universal Render Pipeline asset (Unity-T…
…echnologies#1873) * Changed PostProssingData to optional in ForwardRenderer and DeferredRenderer. Builds will no longer include post processing shaders and textures when it will be disabled. [case 1269524] * Disabling dithering, stopNaN, aa if post processing is disabled in renderer * Removing deferred renderer code path as it is no longer a renderer * Adding conditional cleanup to m_FinalPostProcessPass and m_ColorGradingLutPass as they can be null * Moved PostProcessData into Universal Render Pipeline asset and made it optional. * Adding ReloadAllNullProperties method into Renderer2DData * In ForwardRendererData.Create method ReloadAllNullProperties will not called when in play mode. It accidently code lost during refactoring. * Adding small explanation why PostProcessData UI is conditional * Some small UI changes * Fixing some of the help box messages to more correct ones * Deprecated ForwardRendererData.postProcessData * Fixing post processing gray out spilling on other properties. Changing post processing property not to be disabled when warning is shown. * Changing post process warning logic in base camera to reflect on each option * Fixing correctly warning to show up for dithering * Refactor * Adding in upgrader dirty at the end to trigger changes on disk * Adding post processing disabling in documentation manual * Downscaling images to width 488 as it fits the rest of the images * Edited texts and images. Co-authored-by: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com>
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...r-pipelines.universal/Documentation~/Images/urp-assets/urp-forward-renderer.png
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....universal/Documentation~/Images/whats-new/urp-11/urp-asset-post-processing.png
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