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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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## [2.1.1] - 2018-xx-xx
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## [2.1.2] - 2018-12-05
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### Fixed
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- Made the package manager happy.
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## [2.1.1] - 2018-11-30
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### Fixed
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- Optimized volume texture blending.

Documentation~/Ambient-Occlusion.md

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Note that the **Ambient Occlusion** effect is quite expensive in terms of processing time and generally should only be used on desktop or console hardware. Its cost depends purely on screen resolution and the effects parameters and does not depend on scene complexity as true ambient occlusion would.
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The effect comes with two modes:

Documentation~/Anti-aliasing.md

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**Anti-aliasing** reduces the prominence of these jagged lines by surrounding them with intermediate shades of color. Although this reduces the jagged appearance of the lines, it also makes them blurrier.
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The Anti-aliasing algorithms are image-based. This is very useful when traditional multisampling (as used in the Editor’s [Quality settings](https://docs.unity3d.com/Manual/class-QualitySettings.html)) is not properly supported or when working with specular-heavy PBR materials.

Documentation~/Bloom.md

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**Lens Dirt** applies a fullscreen layer of smudges or dust to diffract the Bloom effect. This is commonly used in modern first person shooters.
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Documentation~/Chromatic-Aberration.md

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The **Chromatic Aberration** effect is used to replicate this camera defect, it is also often used to artistic effect such as part of camera impact or intoxication effects. This implementation provides support for red/blue and green/purple fringing as well as user defined color fringing via an input texture.
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Documentation~/Color-Grading.md

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Color grading is the process of altering or correcting the color and luminance of the final image. You can think of it like applying filters in software like Instagram.
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The **Color Grading** effect comes with three modes:

Documentation~/Deferred-Fog.md

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The Fog effect creates a screen-space fog based on the camera’s [depth texture](https://docs.unity3d.com/Manual/SL-DepthTextures.html). It supports Linear, Exponential and Exponential Squared fog types. Fog settings should be set in the **Scene** tab of the **Lighting** window.
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Documentation~/Depth-of-Field.md

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**Depth of Field** is a common post-processing effect that simulates the focus properties of a camera lens. In real life, a camera can only focus sharply on an object at a specific distance; objects nearer or farther from the camera will be somewhat out of focus. The blurring not only gives a visual cue about an object’s distance but also introduces Bokeh which is the term for pleasing visual artifacts that appear around bright areas of the image as they fall out of focus.
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Documentation~/Lens-Distortion.md

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This effect simulates the shape of a lens by distorting or undistorting the final rendered picture.
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Documentation~/Motion-Blur.md

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**Motion Blur** is a common post-processing effect that simulates the blurring of an image when objects filmed by a camera are moving faster than the camera’s exposure time. This can be caused by rapidly moving objects or a long exposure time. **Motion Blur** is used to subtle effect in most types of games but exaggerated in some genres, such as racing games.
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<br><em>Motion blur on a camera that rotates very fast</em>
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