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[9.x.x] Merge Hdrp/staging [Skip CI] (#636)
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TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5005_PathTracing_Fog.png.meta

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com.unity.render-pipelines.core/Runtime/Camera/CameraSwitcher.cs

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void SetCameraIndex(int index)
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{
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if (index > 0 || index < GetCameraCount())
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if (index > 0 && index < GetCameraCount())
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{
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m_CurrentCameraIndex = index;
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -129,6 +129,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Added CustomPassUtils API to simplify Blur, Copy and DrawRenderers custom passes.
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- Added Histogram guided automatic exposure.
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- Added few exposure debug modes.
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- Added support for multiple path-traced views at once (e.g., scene and game views).
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### Fixed
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- Fix when rescale probe all direction below zero (1219246)
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- Fixed Wizard check on default volume profile to also check it is not the default one in package.
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- Fix erroneous central depth sampling in TAA.
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- Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset
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- Fixed a wrong condition in CameraSwitcher, potentially causing out of bound exceptions.
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- Fixed an issue where editing the Look Dev default profile would not reflect directly in the Look Dev window.
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### Changed
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- Improve MIP selection for decals on Transparents
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- Slightly changed the TAA anti-flicker mechanism so that it is more aggressive on almost static images (only on High preset for now).
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- Changed default exposure compensation to 0.
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- Refactored shadow caching system.
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- Removed experimental namespace for ray tracing code.
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## [7.1.1] - 2019-09-05
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com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs

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static class UnlitIncludes
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{
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const string kPassForwardUnlit = "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl";
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public static IncludeCollection Meta = new IncludeCollection
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{
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{ CoreIncludes.CorePregraph },

com.unity.render-pipelines.high-definition/Runtime/Debug/DebugExposure.shader

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}
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int displayTextOffsetX = DEBUG_FONT_TEXT_WIDTH;
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int2 textLocation = int2(_MousePixelCoord.x + displayTextOffsetX, _MousePixelCoord.y);
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uint2 textLocation = uint2(_MousePixelCoord.x + displayTextOffsetX, _MousePixelCoord.y);
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DrawFloatExplicitPrecision(indicatorEV, textColor, unormCoord, 1, textLocation, outputColor.rgb);
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textLocation = _MousePixelCoord.xy;
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textLocation = uint2(_MousePixelCoord.xy);
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DrawCharacter('X', float3(0.0f, 0.0f, 0.0f), unormCoord, textLocation, outputColor.rgb);
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return outputColor;

com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs

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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HighDefinition;
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namespace UnityEngine.Experimental.Rendering.HighDefinition
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namespace UnityEngine.Rendering.HighDefinition
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{
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class SSGIDenoiser
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{

com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs

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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HighDefinition;
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namespace UnityEngine.Rendering.HighDefinition
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{

com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs

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using System;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HighDefinition;
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namespace UnityEngine.Rendering.HighDefinition
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{

com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs

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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HighDefinition;
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namespace UnityEngine.Rendering.HighDefinition
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{

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