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Baked GI and shadow filter quality in deferred mode #145

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Original file line number Diff line number Diff line change
Expand Up @@ -53,9 +53,10 @@ Using high shadow bias values may result in light "leaking" through Meshes. This

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.

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).
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).

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.
* **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).
* **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.

## Shadowmasks

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2 changes: 1 addition & 1 deletion com.unity.shadergraph/Documentation~/Baked-GI-Node.md
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Expand Up @@ -9,7 +9,7 @@ Note: The behavior of this [Node](Node.md) is undefined globally. Shader Graph d
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).

#### Unity Render Pipelines Support
- High Definition Render Pipeline
- 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).
- Universal Render Pipeline

## Ports
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