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TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials.unity

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TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 1.mat

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TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 2.mat

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TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 3.mat

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TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 4.mat

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TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal.mat

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TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedMeshDecal.mat

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com.unity.render-pipelines.high-definition/CHANGELOG.md

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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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7-
<<<<<<< HEAD
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## [11.0.0] - 2020-12-02
9-
=======
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## [12.0.0] - 2021-01-11
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12-
### Added
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- Added support for the PlayStation 5 platform.
14-
15-
### Fixed
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- Fixed GC allocations from XR occlusion mesh when using multipass.
17-
- Fixed XR depth copy when using MSAA.
18-
- Fixed register spilling on FXC in light list shaders.
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- Fixed after post process custom pass scale issue when dynamic resolution is enabled (case 1299194).
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- Fixed an issue with light intensity prefab override application not visible in the inspector (case 1299563).
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- Fixed Undo/Redo instability of light temperature.
22-
- Fixed label style in pbr sky editor.
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- Fixed side effect on styles during compositor rendering.
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- Fixed size and spacing of compositor info boxes (case 1305652).
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- Fixed spacing of UI widgets in the Graphics Compositor (case 1305638).
26-
- Fixed undo-redo on layered lit editor.
27-
- Fixed tesselation culling, big triangles using lit tesselation shader would dissapear when camera is too close to them (case 1299116)
28-
- Fixed issue with compositor related custom passes still active after disabling the compositor (case 1305330)
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- Fixed some render texture leaks.
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- Fixed regression in Wizard that not fix runtime ressource anymore (case 1287627)
31-
- Fixed error in Depth Of Field near radius blur calculation (case 1306228).
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- Fixed a reload bug when using objects from the scene in the lookdev (case 1300916).
33-
- Fixed light gizmo showing shadow near plane when shadows are disabled.
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- Fixed path tracing alpha channel support (case 1304187).
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- Fixed shadow matte not working with ambient occlusion when MSAA is enabled
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- Fixed issues with compositor's undo (cases 1305633, 1307170).
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- Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (case 1293576)
38-
- Fixed Emissive color property from Autodesk Interactive materials not editable in Inspector. (case 1307234)
39-
- Fixed exception when changing the current render pipeline to from HDRP to universal (case 1306291).
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- Fixed an issue in shadergraph when switch from a RenderingPass (case 1307653)
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- Fixed LookDev environment library assignement after leaving playmode.
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- Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator.
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- Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled.
44-
- Fixed Quality Level set to the last one of the list after a Build (case 1307450)
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- Fixed XR depth copy (case 1286908).
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- Fixed Warnings about "SceneIdMap" missing script in eye material sample scene
47-
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### Changed
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- Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356).
50-
- Change some light unit slider value ranges to better reflect the lighting scenario.
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- Transparent materials created by the Model Importer are set to not cast shadows. ( case 1295747)
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- Change the tooltip for color shadows and semi-transparent shadows (case 1307704).
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## [11.0.0] - 2020-10-21
55-
>>>>>>> 39aa6247e5... [HDRP] Update eye sample scene (#3227)
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### Added
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- Added a new API to bake HDRP probes from C# (case 1276360)
@@ -126,7 +78,17 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed Emissive color property from Autodesk Interactive materials not editable in Inspector. (case 1307234)
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- Fixed Warnings about "SceneIdMap" missing script in eye material sample scene
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- Fixed resize IES when already baked in the Atlas 1299233
129-
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- Fixed an exception when opening the color picker in the material UI (case 1307143).
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- Fixed lights shadow frustum near and far planes.
83+
- Fixed various issues with non-temporal SSAO and rendergraph.
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- Fixed white flashes on camera cuts on volumetric fog.
85+
- Fixed light layer issue when performing editing on multiple lights.
86+
- Fixed an issue where selection in a debug panel would reset when cycling through enum items.
87+
- Fixed material keywords with fbx importer.
88+
- Fixed lightmaps not working properly with shader graphs in ray traced reflections (case 1305335).
89+
- Fixed skybox for ortho cameras.
90+
- Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure
91+
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### Changed
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- Removed the material pass probe volumes evaluation mode.
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- Volume parameter of type Cubemap can now accept Cubemap render textures and custom render textures.
@@ -148,6 +110,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
148110
- Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.
149111
- Change some light unit slider value ranges to better reflect the lighting scenario.
150112
- Transparent materials created by the Model Importer are set to not cast shadows. ( case 1295747)
113+
- Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings) (case 1308048).
151114

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## [10.3.0] - 2020-12-01
153116

com.unity.render-pipelines.high-definition/Documentation~/Anti-Aliasing.md

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1. Select the Camera in the Scene view or Hierarchy and view it in the Inspector.
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2. In the General section, select Temporal Anti-aliasing (TAA) from the Anti-aliasing drop-down.
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When using the same Camera GameObject for multiple Game Views TAA may not work as expected due to limitations of the history buffer system. Multiple game views using different Cameras will however work as expected.
47+
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### Limitations
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In the Editor, if multiple Game views use the same Camera, TAA may not work as expected due to limitations of the history buffer system. However, if you use multiple Game views, where each Game view uses a unique Camera, TAA works as expected.
50+
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<a name="SMAA"></a>
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## Subpixel morphological anti-aliasing (SMAA)

com.unity.render-pipelines.high-definition/Documentation~/Layered-Lit-Shader.md

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| **Property** | **Description** |
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| -------------------------------------------- | ------------------------------------------------------------ |
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| **Layer Count** | Use the slider to set the number of layers this Material uses. You can set up to four layers. |
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| **Layer Mask** | Assign a Texture to the field to manage the visibility of each layer. If you do not assign a Texture, the Material uses the maximum value for every channel.<br />&#8226; Alpha channel for the **Main Layer**.<br />&#8226; Red channel for **Layer 1**.<br />&#8226; Green channel for **Layer 2**.<br />&#8226; Blue channel for **Layer** |
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| **Layer Mask** | Assign a Texture to the field to manage the visibility of each layer. If you do not assign a Texture, the Material uses the maximum value for every channel.<br />&#8226; Alpha channel for the **Main Layer**.<br />&#8226; Red channel for **Layer 1**.<br />&#8226; Green channel for **Layer 2**.<br />&#8226; Blue channel for **Layer 3**. |
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| **BlendMask UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses to map the **Layer Mask**.<br />&#8226; Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.<br />&#8226; **Planar:** A planar projection from top to bottom.<br />&#8226; **Triplanar**: A planar projection in three directions:X-axis: Left to rightY-axis: Top to bottomZ-axis: Front to back Unity blends these three projections together to produce the final result. |
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| **World Scale** | Set the world-space size of the Texture in meters. If you set this to **1**, then HDRP maps the Texture to 1 meter in world space.If you set this to **2**, then HDRP maps the Texture to 0.5 meters in world space.This property only appears when you select **Planar** or **Triplanar** from the **BlendMask UV Mapping** drop-down. |
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| **Tiling** | Set an **X** and **Y** tile rate for the **Layer Mask** UV. HDRP uses the **X** and **Y** values to tile the Texture assigned to the **Layer Mask** across the Material’s surface, in object space. |

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