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Packages/com.unity.render-pipelines.core/Documentation~/TableOfContents.md

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* [Customize the UI of a setting](customize-ui-for-a-setting.md)
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* [Get custom graphics settings](get-custom-graphics-settings.md)
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* [Include or exclude a setting in your build](choose-whether-unity-includes-a-graphics-setting-in-your-build.md)
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* [Advanced Properties](advanced-properties.md)
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* [Shaders](shaders.md)
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* [Use shader methods from the SRP Core shader library](built-in-shader-methods.md)
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* [Synchronizing shader code and C#](generating-shader-includes.md)

Packages/com.unity.render-pipelines.core/Documentation~/advanced-properties.md

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@@ -12,29 +12,29 @@ There is a global state per user that stores if Unity displays **advanced proper
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## Exposing advanced properties within the inspector
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Not every component or Volume Override includes advanced properties.
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If one does, it has a contextual menu to the right of each property section header that includes additional properties. To expose advanced properties for that section, open the contextual menu and click **Advanced Properties**.
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If one does, it has a contextual menu to the right of each property section header that includes additional properties. To expose advanced properties for that section, open the contextual menu and click **Show All Advanced Properties**.
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For an example, refer to the **Water Surface** component in [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/settings-and-properties-related-to-the-water-system.html).
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By default only standard properties are shown.
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![](Images/Preferences/HDRP_WaterSurface_General.png)
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When you select **Advanced Properties**:
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When you select **Show All Advanced Properties**:
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![](Images/Preferences/PopUpAdvanced.png)
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**Advanced Properties** become visible:
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![](Images/Preferences/HDRP_WaterSurface_General_Visible.png)
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For Volume Overrides, the already existing contextual menu has a **Advanced Properties** toggle as well.
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For Volume Overrides, the already existing contextual menu has a **Show All Advanced Properties** toggle as well.
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## Exposing advanced properties on preferences
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You can also access to this global preference by:
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1. Open the **Graphics** tab in the **Preferences** window (menu: **Edit > Preferences > Graphics**).
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2. Under **Properties**. Set **Advanced Properties** to **All Visible**.
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1. Open the **Graphics** tab in the **Preferences** window (menu: **Edit > Preferences**, macOS: **Unity > Settings**).
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2. Under **Graphics**, select **Properties**. Set **Advanced Properties** to **All Visible**.
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![](Images/Preferences/AdvancedProperties_Settings.png)

Packages/com.unity.render-pipelines.core/Editor/AssemblyInfo.cs

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[assembly: InternalsVisibleTo("Unity.RenderPipelines.Core.Editor.Tests")]
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[assembly: InternalsVisibleTo("Unity.RenderPipelines.HighDefinition.Editor.Tests")]
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[assembly: InternalsVisibleTo("Unity.RenderPipelines.Universal.Editor.Tests")]
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[assembly: InternalsVisibleTo("Unity.Testing.VisualEffectGraph.EditorTests")]
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[assembly: InternalsVisibleTo("Assembly-CSharp-Editor-testable")]
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Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs

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get => Mathf.Max(0, DebugManager.instance.PanelIndex(selectedPanelDisplayName));
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set
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{
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var displayName = DebugManager.instance.PanelDiplayName(value);
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var displayName = DebugManager.instance.PanelDisplayName(value);
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if (!string.IsNullOrEmpty(displayName))
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selectedPanelDisplayName = displayName;
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}

Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.RenderingLayers.cs

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if (mesh == null)
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continue;
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if (renderer.component is SkinnedMeshRenderer)
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continue;
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int subMeshCount = mesh.subMeshCount;
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var matIndices = new uint[subMeshCount];
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Array.Fill(matIndices, renderer.component.renderingLayerMask); // repurpose the material id as we don't need it here

Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.SkyOcclusion.cs

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if (!s_TracingContext.TryGetMeshForAccelerationStructure(renderer.component, out var mesh))
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continue;
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if (renderer.component is SkinnedMeshRenderer)
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continue;
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int subMeshCount = mesh.subMeshCount;
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var matIndices = GetMaterialIndices(renderer.component);
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var perSubMeshMask = new uint[subMeshCount];

Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.VirtualOffset.cs

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if (!s_TracingContext.TryGetMeshForAccelerationStructure(renderer.component, out var mesh))
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continue;
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if (renderer.component is SkinnedMeshRenderer)
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continue;
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int subMeshCount = mesh.subMeshCount;
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var maskAndMatDummy = new uint[subMeshCount];
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System.Array.Fill(maskAndMatDummy, 0xFFFFFFFF);

Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs

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}
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}
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// Required by native side.
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[Scripting.Preserve]
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static bool CurrentSceneHasBakedData()
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{
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if (!ProbeReferenceVolume.instance.isInitialized || !ProbeReferenceVolume.instance.enabledBySRP)
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return false;
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string sceneGUID = SceneManager.GetActiveScene().GetGUID();
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ProbeReferenceVolume.instance.TryGetPerSceneData(sceneGUID, out var sceneData);
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if (sceneData == null || sceneData.bakingSet == null)
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return false;
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return sceneData.bakingSet.HasBeenBaked();
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}
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static void FinalizeBake(bool cleanup = true)
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{
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using (new BakingCompleteProfiling(BakingCompleteProfiling.Stages.FinalizingBake))

Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeSubdivisionContext.cs

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var ctx = AdaptiveProbeVolumes.PrepareProbeSubdivisionContext(perSceneDataList, true);
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var contributors = GIContributors.Find(GIContributors.ContributorFilter.All);
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var cullCtx = new ProbeVolume.CellCullingContext
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{
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ActiveCamera = null,
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FrustumPlanes = stackalloc Plane[6]
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};
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ProbeVolume.PrepareCellCulling(ref cullCtx);
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var sceneToBakingSetMap = ProbeVolumeBakingSet.SceneToBakingSet.Instance;
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var probeRefVol = ProbeReferenceVolume.instance;
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// Cull all the cells that are not visible (we don't need them for realtime debug)
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ctx.cells.RemoveAll(c =>
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for (int i = ctx.cells.Count - 1; i >= 0; i--)
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{
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return probeVolume.ShouldCullCell(c.position);
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});
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var cell = ctx.cells[i];
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bool shouldRemove = probeVolume.ShouldCullCell(cullCtx, sceneToBakingSetMap, probeRefVol, cell.position);
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if (shouldRemove)
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ctx.cells.RemoveAt(i);
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}
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Camera activeCamera = Camera.current ?? SceneView.lastActiveSceneView.camera;
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