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Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/CHANGELOG.md
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@@ -148,6 +148,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed compilation error of quad overdraw with double sided materials
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- Fixed screen corruption on xbox when using TAA and Motion Blur with rendergraph.
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- Fixed UX issue in the graphics compositor related to clear depth and the defaults for new layers, add better tooltips and fix minor bugs (case 1283904)
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- Fixed scene visibility not working for custom pass volumes.
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### Changed
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- Preparation pass for RTSSShadows to be supported by render graph.
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md
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@@ -102,7 +102,7 @@ In this snippet, we fetch a lot of useful input data that you might need in your
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### DrawRenderers Custom Pass
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This pass will allow you to draw a subset of objects that are in the camera view (the result of the camera culling).
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This pass will allow you to draw any objects in a certain layer, note that the layer don't require to be visible by the camera to be rendered in this pass.
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Here is how the inspector for the DrawRenderers pass looks like:
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs
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/// <value>The fade value that should be applied to the custom pass effect</value>
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publicfloatfadeValue{get;privateset;}
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[System.NonSerialized]
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boolvisible;
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// The current active custom pass volume is simply the smallest overlapping volume with the trigger transform
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