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Merge Hd/bugfix #2828
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -18,6 +18,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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### Changed
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- Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection.
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- Rename HDRP sub menu in Assets/Create/Shader to HD Render Pipeline for consistency.
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## [10.2.1] - 2020-11-30
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com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md

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## Packages
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At the top of the window, there is an information box that shows you the currently installed version of HDRP, as well as the latest version of HDRP that is compatible with your current Unity version.
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At the top of the window, there is an information text that shows you the currently installed version of HDRP. The **Check Update** button provides a shortcut to the HDRP package in the Package Manager window.
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You also have a button allow you to creates a local instance of the [High Definition Render Pipeline Config package](HDRP-Config-Package.md) in the **LocalPackage** folder of your HDRP Project. If already installed, some information about its location are displayed below.
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## Default Path Settings
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| **Property** | **Description** |
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| ------------------------------------------ | ------------------------------------------------------------ |
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| **Default Resources Folder** | Set the folder name that the Render Pipeline Wizard uses when it loads or creates resources. Click the **Populate / Reset** button to populate the **Default Resources Folder** with the resources that HDRP needs to render a Scene (for details, see [Populating the default resources folder](#populating-the-default-resources-folder)). If a default Asset already exists in the folder then clicking the Populate/Reset button resets the existing Asset. |
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| **Install Configuration Editable Package** | Creates a local instance of the [High Definition Render Pipeline Config package](HDRP-Config-Package.md) in the **LocalPackage** folder of your HDRP Project. |
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| **Property** | **Description** |
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| ---------------------------- | ------------------------------------------------------------ |
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| **Default Resources Folder** | Set the folder name that the Render Pipeline Wizard uses when it loads or creates resources. Click the **Populate / Reset** button to populate the **Default Resources Folder** with the resources that HDRP needs to render a Scene (for details, see [Populating the default resources folder](#populating-the-default-resources-folder)). If a default Asset already exists in the folder then clicking the Populate/Reset button resets the existing Asset. |
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### Populating the default resources folder
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| **- Assigned** | Checks to make sure you have assigned an [HDRP Asset](HDRP-Asset.md) to the **Scriptable Render Pipeline Settings** field (menu: **Edit** > **Project Settings** > **Graphics**).<br />Press the **Fix** button to open a pop-up that allows you to either assign an HDRP Asset or create and assign a new one. |
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| **- Runtime Resources** | Checks to make sure that your HDRP Asset references a [**Render Pipeline Resources**](HDRP-Asset.md) Asset.<br />Press the **Fix** button to reload the runtime resources for the HDRP Asset. |
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| **- Editor Resources** | Checks to make sure that your HDRP Asset references a [**Render Pipeline Editor Resources**](HDRP-Asset.md) Asset.<br />Press the **Fix** button to reload the runtime resources for the HDRP Asset. |
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| **- SRP Batcher** | Checks to make sure that SRP Batcher is enabled.<br />Press the **Fix** button to enable it in the used HDRP Asset. |
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| **- Diffusion Profile** | Checks to make sure that your HDRP Asset references a [**Diffusion Profile**](Diffusion-Profile.md) Asset.<br />Press the **Fix** button to reload the runtime resources for the HDRP Asset. |
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| **Default Volume Profile** | Checks to make sure you have assigned a **Default Volume Profile Asset** in **Edit** > **Project Settings** > **HDRP Default Settings** .<br />Press the **Fix** button to open a pop-up that allows you to either assign a Profile or create and assign a new one. |
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- **Upgrade Project Materials to High Definition Materials**: Upgrades every Material in your Unity Project to HDRP Materials.
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- **Upgrade Selected Materials to High Definition Materials**: Upgrades every Material currently selected to HDRP Materials.
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- **Upgrade HDRP Materials to Latest Version:** Upgrades every Material in your Unity Project to the latest version.
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The lighting will not match as HDRP use a different attenuation function than built-in and use correct math to handle lighting model. There is no function that can convert the look. Thus the lighting will require to be redone.

com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/CreateDecalShaderGraph.cs

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{
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static class CreateDecalShaderGraph
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{
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[MenuItem("Assets/Create/Shader/HDRP/Decal Shader Graph", false, 208)]
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[MenuItem("Assets/Create/Shader/HD Render Pipeline/Decal Shader Graph", false, 208)]
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public static void CreateDecalGraph()
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{
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var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));

com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/CreateEyeShaderGraph.cs

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{
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static class CreateEyeShaderGraph
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{
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[MenuItem("Assets/Create/Shader/HDRP/Eye Shader Graph", false, 208)]
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[MenuItem("Assets/Create/Shader/HD Render Pipeline/Eye Shader Graph", false, 208)]
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public static void CreateEyeGraph()
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{
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var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));

com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/CreateFabricShaderGraph.cs

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{
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static class CreateFabricShaderGraph
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{
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[MenuItem("Assets/Create/Shader/HDRP/Fabric Shader Graph", false, 208)]
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[MenuItem("Assets/Create/Shader/HD Render Pipeline/Fabric Shader Graph", false, 208)]
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public static void CreateFabricGraph()
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{
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var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));

com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/CreateHairShaderGraph.cs

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{
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static class CreateHairShaderGraph
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{
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[MenuItem("Assets/Create/Shader/HDRP/Hair Shader Graph", false, 208)]
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[MenuItem("Assets/Create/Shader/HD Render Pipeline/Hair Shader Graph", false, 208)]
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public static void CreateHairGraph()
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{
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var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));

com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/CreateHDLitShaderGraph.cs

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{
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static class CreateLitShaderGraph
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{
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[MenuItem("Assets/Create/Shader/HDRP/Lit Shader Graph", false, 208)]
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[MenuItem("Assets/Create/Shader/HD Render Pipeline/Lit Shader Graph", false, 208)]
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public static void CreateHDLitGraph()
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{
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var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));

com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/CreateStackLitShaderGraph.cs

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{
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static class CreateStackLitShaderGraph
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{
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[MenuItem("Assets/Create/Shader/HDRP/StackLit Shader Graph", false, 208)]
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[MenuItem("Assets/Create/Shader/HD Render Pipeline/StackLit Shader Graph", false, 208)]
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public static void CreateStackLitGraph()
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{
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var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));

com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/CreateHDUnlitShaderGraph.cs

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{
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static class CreateUnlitShaderGraph
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{
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[MenuItem("Assets/Create/Shader/HDRP/Unlit Shader Graph", false, 208)]
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[MenuItem("Assets/Create/Shader/HD Render Pipeline/Unlit Shader Graph", false, 208)]
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public static void CreateHDUnlitGraph()
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{
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var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));

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