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JordanL8sebastienlagarde
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Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)
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com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md

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After HDRP captures a shadow map, it processes filtering on the map in order to decrease the aliasing effect that occurs on low resolution shadow maps. Different filters affect the perceived sharpness of shadows.
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To change which filter HDRP uses, change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). There are currently four filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities).
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To change which filter HDRP uses, the method depends on which filter quality you want to use and whether your HDRP Project uses [forward or deferred rendering](Forward-And-Deferred-Rendering.md).
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Currently, if you want to use **High** quality (PCSS) filtering in [deferred](Forward-And-Deferred-Rendering.html) mode, you need to enable it in the [HDRP Config package](HDRP-Config-Package.html). For information on how to do this, see the [Example section](HDRP-Config-Package.html#Example) of the Config package documentation.
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* **Forward rendering**: Change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). This method works for every filter quality. There are currently three filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities).
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* **Deferred rendering**: For **Low** and **Medium** filter qualities, use the same method as forward rendering. If you want to use **High** quality (PCSS) filtering, you need to enable it in the [HDRP Config package](HDRP-Config-Package.html). For information on how to do this, see the [Example section](HDRP-Config-Package.html#Example) of the Config package documentation.
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## Shadowmasks
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com.unity.shadergraph/Documentation~/Baked-GI-Node.md

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Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A [Node](Node.md) might be defined in one Render Pipeline and undefined in the other. If this [Node](Node.md) is undefined, it returns 0 (black).
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#### Unity Render Pipelines Support
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- High Definition Render Pipeline
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- High Definition Render Pipeline. Although, this Node does not work in a Shader Graph that targets HDRP's [Unlit Master Node](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Master-Node-Unlit.html).
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- Universal Render Pipeline
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## Ports

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