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Packages/com.unity.render-pipelines.core/Documentation~/Look-Dev-Environment-Library.md

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<a name="Creation"></a>
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![](Images/LookDevEnvironmentLibrary1.png)
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![Environment Library asset.](Images/LookDevEnvironmentLibrary1.png)
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## Creating an Environment Library
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| **Button** | **Function** | **Description** |
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| ------------------------------------------------------------ | ------------- | ------------------------------------------------------------ |
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| ![](Images/LookDevEnvironmentLibrary2.png) | **Add** | Click this button to add a new environment to the bottom of the list. |
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| ![](Images/LookDevEnvironmentLibrary3.png) | **Remove** | Click this button to remove the environment currently selected. Note that the environment that you have selected is the one with the blue frame. |
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| ![](Images/LookDevEnvironmentLibrary4.png) | **Duplicate** | Click this button to duplicate the currently selected environment and add it as a new environment to the bottom of the list. |
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| ![This button adds a new environment to the bottom of the list.](Images/LookDevEnvironmentLibrary2.png) | **Add** | Click this button to add a new environment to the bottom of the list. |
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| ![This button removes the currently selected environment.](Images/LookDevEnvironmentLibrary3.png) | **Remove** | Click this button to remove the environment currently selected. Note that the environment that you have selected is the one with the blue frame. |
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| ![This button duplicates the currently selected environment.](Images/LookDevEnvironmentLibrary4.png) | **Duplicate** | Click this button to duplicate the currently selected environment and add it as a new environment to the bottom of the list. |
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## Properties
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![](Images/LookDevEnvironmentLibrary5.png)
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![Environment Library properties](Images/LookDevEnvironmentLibrary5.png)
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| **Property** | **Description** |
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| ------------------- | ------------------------------------------------------------ |

Packages/com.unity.render-pipelines.core/Documentation~/Look-Dev.md

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### Single viewport
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![](Images/LookDev1.png)
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![Buttons for switching between viewports 1 and 2.](Images/LookDev1.png)
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By default, Look Dev displays a single viewport which contains the Prefab or GameObject you are working with. If you are in another viewing mode, you can click either the number **1** or number **2** button to go back to single view. Each button corresponds to a viewport in Look Dev. Select button **1** to use viewport 1, and button 2 to use viewport **2**.
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<a name="MultiView"></a>
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### Multi-viewport
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![](Images/LookDev2.png)
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![Buttons for changing the multi-viewport mode.](Images/LookDev2.png)
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Use multiple viewports to compare different environments and settings for the same Asset. You can arrange viewports:
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Vertical and horizontal side-by-side viewports show an identical view of your Asset.
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![](Images/LookDev3.png)
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![Vertical side-by-side viewport view.](Images/LookDev3.png)
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##### Split-screen
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In a split-screen view, there is a red/blue manipulation Gizmo that separates the two viewports. For information on how to use this Gizmo, see [Using the manipulation Gizmo](#ManipulationGizmo).
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![](Images/LookDev4.png)
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![Split-screen viewport view.](Images/LookDev4.png)
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#### Multi-viewport Camera
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By default, Look Dev synchronizes the camera movement for both views. To decouple the Cameras from one another, and manipulate them independently, click the **Synchronized Cameras** button in-between the two numbered Camera buttons.
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![](Images/LookDev5.png)
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To align the cameras with each other, or reset them, click on the drop-down arrow next to the viewport **2** icon:
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![](Images/LookDev6.png)
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![Drop-down options of multi-viewport cameras.](Images/LookDev6.png)
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<a name="ManipulationGizmo"></a>
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To move the separator, click and drag the straight line of the Gizmo to the location you want.
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![](Images/LookDev7.png)
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#### Changing the orientation and length
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To change the orientation and length of the manipulator Gizmo, click and drag the circle at either end of the manipulator. Changing the length of the Gizmo lets you set the orientation and [blending](#Blending) values more precisely.
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![](Images/LookDev8.png))
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![Click and drag the circle at either end of the gizmo to change its orientation and length.](Images/LookDev8.png)
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#### Changing the split in increments
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The white circle automatically snaps back into the center when you drag it back. This helps you get back to the default blending value quickly.
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![](Images/LookDev9.png)
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![The white circle on the separator lets you change the blending behavior.](Images/LookDev9.png)
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### HDRI environments in Look Dev
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Anti-Aliasing.md

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This is most obvious if you compare the original and digital signals for an audio source at its highest frequencies, or a visual source in its smallest details. Regular signal processing uses the [Nyquist rate](Glossary.md#NyquistRate) to avoid aliasing, however it's not practical for image rendering because it's resource intensive.
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![](Images/MSAA1.png)
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![Example of aliasing happening during the rasterization process.](Images/MSAA1.png)
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An example of the rasterization process creating some aliasing.
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Increasing the MSAA Sample Count produces smoother antialiasing, at the cost of performance. Here are some visual examples showing the effect of the different MSAA Sample Counts:
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![](Images/MSAA3.png)
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![Rendered image sample with MSAA Sample Count set to None.](Images/MSAA3.png)
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MSAA Sample Count set to None.
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![](Images/MSAA4.png)
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![Rendered image sample with MSAA Sample Count set to MSAA 2X.](Images/MSAA4.png)
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MSAA Sample Count set to MSAA 2X.
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![](Images/MSAA5.png)
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![Rendered image sample with MSAA Sample Count set to MSAA 4X.](Images/MSAA5.png)
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MSAA Sample Count set to MSAA 4X.
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![](Images/MSAA6.png)
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![Rendered image sample with MSAA Sample Count set to MSAA 8X.](Images/MSAA6.png)
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MSAA Sample Count set to MSAA 8X.

Packages/com.unity.render-pipelines.high-definition/Documentation~/LUT-Authoring-Photoshop.md

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2. Select **Edit** > **Rendering** > **Render Selected HDRP Camera to Log EXR** **(**or press **Ctrl+Shift+Alt+E)**.
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3. Save the EXR file.
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![](Images/LUTAuthoringPhototshop1.png)
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![Camera view before applying LUT effect.](Images/LUTAuthoringPhototshop1.png)
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After you export the EXR file, transform the data from the format that Unity uses (Alexa LogC El.1000) to Linear RGB space, so that external software can use it. To do this, HDRP provides a set of ready-to-use transform LUTs. To get them:
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Import the EXR file into Photoshop. Because it's a raw log-encoded file, it appears washed-out.
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![](Images/LUTAuthoringPhototshop2.png)
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![EXR file imported in Photoshop.](Images/LUTAuthoringPhototshop2.png)
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Add a non-destructive **Color Lookup** adjustment layer to your image (menu: **Layer** > **New Adjustment Layer** > **Color Lookup…**). Then, in the new layer's **Properties**:
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- Set **Data Order** to **RGB**.
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- Set **Table Order** to **BGR**.
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- In the **3DLUT File** drop-down, select **Load 3D LUT…** and select the Unity Log To Linear file to transform the LUT to a usable color space. This is in your Unity Project folder at Assets/HDRP Sample Content/Post-processing/Cube LUTs/.
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![](Images/LUTAuthoringPhototshop3.png)
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![Example image with the LUT file from Unity applied to it.](Images/LUTAuthoringPhototshop3.png)
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## Step 4: Apply color grading
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You can now start grading your image. Make sure you only do global color operations through the use of non-destructive adjustment layers. LUTs can't store local operators or any filters that affect neighboring pixels (such as blur), so these create visual artifacts. Place all the adjustment layers on top of the **Color Lookup** layer, unless you intend to grade directly on the Log input.
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![](Images/LUTAuthoringPhototshop4.png)
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![Example image with color grading applied in Photoshop.](Images/LUTAuthoringPhototshop4.png)
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## Step 5: Export your work as a CUBE file
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4. Assign your CUBE Texture to the **Lookup Texture** property.
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![](Images/LUTAuthoringPhototshop5.png)
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![Unity scene with the Tonemapping effect that uses a lookup texture created in Photoshop.](Images/LUTAuthoringPhototshop5.png)
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You can continue to color grade in Photoshop and override the previously saved CUBE file. Unity automatically updates the grading in the Scene with your changes.

Packages/com.unity.render-pipelines.high-definition/Documentation~/LUT-Authoring-Resolve.md

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![](Images/LUTAuthoringResolve1.png)
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![Camera view before applying LUT effect.](Images/LUTAuthoringResolve1.png)
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After you export the EXR file, transform the data from the format that Unity uses (Alexa LogC El.1000) to Linear RGB space, so that external software can use it. To do this, HDRP provides a set of ready-to-use transform LUTs. To get them:
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![](Images/LUTAuthoringResolve2.png)
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![Color settings in the DaVinci Resolve editor.](Images/LUTAuthoringResolve2.png)
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![Fame in the video editor with LUT color grading.](Images/LUTAuthoringResolve3.png)
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## Step 5: Export your work as a CUBE file
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![Using the CUBE file as a color lookup texture in Unity.](Images/LUTAuthoringResolve4.png)
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You can continue to color grade in Resolve and override the previously saved CUBE file. Unity automatically updates the grading in the Scene with your changes.

Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md

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SSGI and RTGI replace all [lightmap](https://docs.unity3d.com/Manual/Lightmapping.html) and [Light Probe](https://docs.unity3d.com/Manual/LightProbes.html) data. If you enable this override on a Volume that affects the Camera, Light Probes and the ambient probe stop contributing to lighting for GameObjects.
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![](Images/HDRPFeatures-SSGI.png)
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![A sample scene rendered with SSGI.](Images/HDRPFeatures-SSGI.png)
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## Enable Screen Space Global Illumination
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[!include[](Snippets/Volume-Override-Enable-Override.md)]

Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Channel-Mixer.md

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## Properties
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The Channel Mixer component has the following properties.
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Tonemapping.md

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![The tonemapping component properties.](Images/Post-processingTonemapping1.png)
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| **Property** | **Description** |
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| --------------------- | ------------------------------------------------------------ |

Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Ambient-Occlusion.md

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Ray-Traced Ambient Occlusion is a ray tracing feature in the High Definition Render Pipeline (HDRP). It is an alternative to HDRP's s [screen space ambient occlusion](Override-Ambient-Occlusion.md), with a more accurate ray-traced solution that can use off-screen data.
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![An example of a screen space ambient occlusion texture.](Images/RayTracedAmbientOcclusion1.png)
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**Screen space ambient occlusion**
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![An example of a ray-traced ambient occlusion texture.](Images/RayTracedAmbientOcclusion2.png)
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**Ray-traced ambient occlusion**
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Packages/com.unity.render-pipelines.high-definition/Documentation~/index.md

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# High Definition Render Pipeline overview
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![](Images/Index1Main.png)
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![A sample scene rendered with the High Definition Render Pipeline.](Images/Index1Main.png)
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The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms.
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