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Removed experimental namespace for ray tracing code. (#612)
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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- Slightly changed the TAA anti-flicker mechanism so that it is more aggressive on almost static images (only on High preset for now).
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- Changed default exposure compensation to 0.
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- Refactored shadow caching system.
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- Removed experimental namespace for ray tracing code.
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## [7.1.1] - 2019-09-05
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com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs

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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HighDefinition;
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namespace UnityEngine.Experimental.Rendering.HighDefinition
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namespace UnityEngine.Rendering.HighDefinition
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{
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class SSGIDenoiser
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{

com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs

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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HighDefinition;
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namespace UnityEngine.Rendering.HighDefinition
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{

com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs

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using System;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HighDefinition;
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namespace UnityEngine.Rendering.HighDefinition
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{

com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs

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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HighDefinition;
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namespace UnityEngine.Rendering.HighDefinition
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{

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDDiffuseDenoiser.cs

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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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namespace UnityEngine.Experimental.Rendering.HighDefinition
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namespace UnityEngine.Rendering.HighDefinition
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{
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class HDDiffuseDenoiser
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{

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDDiffuseShadowDenoiser.cs

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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.HighDefinition
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{
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class HDDiffuseShadowDenoiser

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs

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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HighDefinition;
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namespace UnityEngine.Rendering.HighDefinition
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{

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs

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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HighDefinition;
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namespace UnityEngine.Rendering.HighDefinition
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{

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs

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using System.Collections.Generic;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HighDefinition;
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namespace UnityEngine.Rendering.HighDefinition
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{

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