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Documentation and images for custom mip for texture samplers (#6592)
* Documentation and images for custom mip for texture samplers * Code review suggested changes.
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com.unity.render-pipelines.high-definition/Documentation~/deep-learning-super-sampling-in-hdrp.md

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@@ -62,6 +62,22 @@ Your Unity project now supports DLSS and you can now enable DLSS for Cameras in
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The **Use Optimal Settings** checkbox in the [HDRP Assets](HDRP-Asset.md) is enabled by default. This means that DLSS sets the dynamic resolution scale automatically.
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If you disable this checkbox DLSS uses the same dynamic resolution scale set by the project. For more information see the [Dynamic Resolution](Dynamic-Resolution.md) guide.
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### Mip bias in DLSS
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To enable automatic mip bias correction when you enable DLSS, open the [HDRP Asset](HDRP-Asset.md) and enable the **Use Mip Bias** checkbox.
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If you need a specific custom mip bias for a Texture, create a custom sampler that samples from TextureInput, SamplerInput, UV, and MipBias. To do this, enter the following script into the Node Settings ' Body field. The images below display this example:
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```glsl
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Out = SAMPLE_TEXTURE2D_BIAS(TextureInput, SamplerInput, UV, MipBias);
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```
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![](Images/CustomMipSupportNode.png)
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![](Images/CustomMipSupportNodeExample.png)
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### Setting the DLSS quality mode
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DLSS now works in your project, but you can change the quality mode to customize DLSS towards performance or quality. You can do this on a project level or a per-Camera level. For information about the available quality modes, see [Quality modes](https://docs.unity3d.com/2021.2/Documentation/Manual/deep-learning-super-sampling.html).

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