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Packages/com.unity.render-pipelines.core/Documentation~/render-graph-writing-a-render-pipeline.md

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To begin, your render pipeline needs to maintain at least one instance of [RenderGraph](../api/UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.html). This is the main entry point for the API. You can use more than one instance of a render graph, but be aware that Unity does not share resources across `RenderGraph` instances so for optimal memory usage, only use one instance.
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```c#
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using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering.RenderGraphModule;
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public class MyRenderPipeline : RenderPipeline
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void CleanupRenderGraph()
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{
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m_RenderGraph.Cleanup();
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m_RenderGraph = null;
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m_RenderGraph = null;
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}
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...
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}
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```
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Packages/com.unity.render-pipelines.core/Editor/Gizmo/HierarchicalSphere.cs

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/// <param name="filled">If true, also draw the surface of the hull's sphere</param>
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public void DrawHull(bool filled)
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{
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if (Event.current.type != EventType.Repaint)
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return;
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Color wireframeColor = m_HandleColor;
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wireframeColor.a = 0.8f;
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using (new Handles.DrawingScope(m_WireframeColor, Matrix4x4.TRS((Vector3)Handles.matrix.GetColumn(3) + center, Quaternion.identity, Vector3.one)))

Packages/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md

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## Custom Pass AOVs
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Finally, you can use AOVs to output the results of [custom passes](Custom-Pass.md). In particular, you can output the cumulative results of all custom passes that are active on every custom pass injection point. This can be useful to output arbitrary information that custom passes compute, such as the Object ID of the Scene GameObjects.
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## Rendering Precission
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## Rendering precision
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By default AOVs are rendering at the precision and format selected in the HDRP asset. If the AOVRequest is configured with *SetOverrideRenderFormat* option set to true, then rendering will use the same precision as the user allocated AOV output buffer.
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## Scripting API example

Packages/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md

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The **Default Volume Profile Asset** (A) references a Volume Profile in the HDRP package folder called `DefaultSettingsVolumeProfile` by default. Below it, you can add [Volume overrides](Volume-Components.md), and edit their properties. You can assign your own Volume Profile to this property field. Be aware that this property must always reference a Volume Profile. If you assign your own Volume Profile and then delete it, HDRP automatically re-assigns the `DefaultSettingsVolumeProfile` from the HDRP package folder.
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The **LookDev Volume Profile Asset** (B) references the Volume Profile HDRP uses in the [LookDev window](Look-Dev.md). This Asset works in almost the same way as the Default Volume Profile Asset, except that it overrides [Visual Environment Components](Override-Visual-Environment.md) and sky components.![](Images/HDRPgs_Volume_Profiles.png)
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The **LookDev Volume Profile Asset** (B) references the Volume Profile HDRP uses in the [LookDev window](Look-Dev.md). This Asset works in almost the same way as the Default Volume Profile Asset, except it overrides [Visual Environment Components](Override-Visual-Environment.md) and sky components.
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## Frame Settings (Default Values)
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HDRP provides one list for each post processing injection point. See the [Custom Post Process](Custom-Post-Process.md) documentation for more details.
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![](Images/HDRPgs_Custom_PP.png)
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## Miscellaneous
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| **Property** | **Description** |
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| **Property** | **Description** |
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| --------------------------| ------------------------------------------------------------ |
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| Shader Variant Log Level | Use the drop-down to select what information HDRP logs about Shader variants when you build your Unity Project. • Disabled: HDRP doesn’t log any Shader variant information.• Only SRP Shaders: Only log Shader variant information for HDRP Shaders.• All Shaders: Log Shader variant information for every Shader type. |
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| Export Shader Variants | Controls whether to output shader variant information to a file. |
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| Export Shader Variants | Controls whether to output shader variant information to a file. Unity saves the information to the folder with your project files, in `Temp/graphics-settings-stripping.json` and `Temp/shader-stripping.json`. |
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## Resources
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md

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## Differences between Forward and Deferred rendering in HDRP
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| **Feature** | **Forward Rendering** | **Defferred** |
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| **Feature** | **Forward Rendering** | **Deferred** |
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|---|---|---|
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| **Normal shadow bias** | HDRP uses the geometric normal (the vertex normal) of the Material for shadow bias, so Forward Rendering produces fewer shadow artifacts. | HDRP uses the pixel normal of the Material for shadow bias, so Deferred Rendering produces more shadow artifacts. |
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| **Emissive Color** | Ambient Occlusion doesn't affect Emissive Color. | Ambient Occlusion affects Emissive Color due to technical constraints. |

Packages/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md

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Frame Settings are settings HDRP uses to render Cameras, real-time, baked, and custom reflections. You can set the default values for Frame Settings for each of these three individually from within the [HDRP Global Settings](Default-Settings-Window.md) tab (menu: **Edit** > **Project Settings** > **Graphics** > **HDRP Global Settings**).
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![](Images/FrameSettings1.png)
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To make Cameras and Reflection Probes use their respective default values for Frame Settings, disable the **Custom Frame Settings** checkbox under the **General** settings of Cameras or under **Capture Settings** of Reflection Probes.
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You can override the default value of a Frame Setting on a per component basis. Enable the **Custom Frame Settings** checkbox to set specific Frame Settings for individual Cameras and Reflection Probes. This exposes the Frame Settings Override which gives you access to the same settings as within the HDRP Global Settings. Edit the settings within the Frame Settings Override to create a Frame Settings profile for an individual component.

Packages/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md

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This section includes all the menu items under the **Edit > Rendering > Materials** menu fold-out.
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For more information, refer to [Convert materials and shaders](convert-from-built-in-convert-materials-and-shaders).
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| **Item** | **Description** |
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| ----------------------------------------------- | ------------------------------------------------------------ |
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| **Upgrade HDRP Materials to Latest Version** | Upgrades all HDRP Materials in the project to the latest version. This is useful if HDRP's automatic Material upgrade process fails to upgrade a Material. |

Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md

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You can enable Contact Shadows on a per Light basis for Directional, Point, and Spot Lights. Tick the **Enable** checkbox under the **Contact Shadows** drop-down in the **Shadows** section of each Light to indicate that HDRP should calculate Contact Shadows for that Light.
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Only one Light can cast Contact Shadows at a time. This means that, if you have more than one Light that casts Contact Shadows visible on the screen, only the dominant Light renders Contact Shadows. HDRP chooses the dominant Light using the screen space size of the Light’s bounding box. A Directional Light that casts Contact Shadows is always the dominant Light.
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**Note**: A Light casts Contact Shadows for every Mesh Renderer that uses a Material that writes to the depth buffer. This is regardless of whether you enable or disable the **Cast Shadows** property on the Mesh Renderer. This means that you can disable **Cast Shadows** on small GameObjects/props and still have them cast Contact Shadows. This is good if you do not want HDRP to render these GameObjects in shadow maps. If you do not want this behavior, use Shader Graph to author a Material that does not write to the depth buffer.
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[!include[](snippets/volume-override-api.md)]

Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md

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# Micro Shadows
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Micro shadows are shadows that the High Definition Render Pipeline (HDRP) simulates for small details embedded in the Material of a GameObject, but not in its Mesh geometry. HDRP uses the details from the normal map and the ambient occlusion map to estimate the shadows those maps would cast if they were Meshes.
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Micro shadows are shadows that the High Definition Render Pipeline (HDRP) simulates for small details embedded in the Material of a GameObject, but not in its Mesh geometry.
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HDRP uses the details from the normal map, the ambient occlusion map, and specular occlusion to estimate the shadows those details would cast if they were meshes.
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In this image, the different layers of details in the Material shadow each other.
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Volumetric-Clouds.md

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[!include[](snippets/Volume-Override-Enable-Override.md)]
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* In your [HDRP Asset](HDRP Asset) go to **Lighting > Volumetrics > Volumetric Clouds**.
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* In your [HDRP Asset](HDRP-Asset.md) go to **Lighting > Volumetrics > Volumetric Clouds**.
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* In your [Frame Settings](Frame-Settings.md) go to **Lighting > Volumetric Clouds**.
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| -------------------------------- | ------------------------------------------------------------ |
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| **Temporal Accumulation Factor** | The amount of temporal accumulation to apply to the clouds. Temporal accumulation increases the visual quality of clouds by decreasing the noise. A higher value produces better quality clouds, but can create [ghosting](Glossary.md#ghosting). |
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| **Ghosting Reduction** | When you enable this property, HDRP removes the ghosting caused by temporal accumulation. This effect might cause a flickering effect when the **Temporal Accumulation Factor** value is low. |
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| **Perceptual Blending** | Blend the clouds with the environment. This might cause artifacts if the sky is overexposed. This setting only has an effect when you disable multi-sample antialiasing (MSAA). |
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| **Num Primary Steps** | The number of steps to use to evaluate the clouds' transmittance. Higher values linearly increase the resource intensity of the effect. |
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| **Num Light Steps** | The number of steps to use to evaluate the clouds' lighting. Higher values exponent increase the resource intensity of the effect. |
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