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Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs
+2-2Lines changed: 2 additions & 2 deletions
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@@ -350,8 +350,8 @@ public class Styles
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publicstaticreadonlyGUIContentvolumeProfileLabel=EditorGUIUtility.TrTextContent("Volume Profile","Settings that will override the values defined in the Default Volume Profile set in the Render Pipeline Global settings. Local Volumes inside scenes may override these settings further.");
publicstaticreadonlyGUIContentgpuResidentDrawerMode=EditorGUIUtility.TrTextContent("GPU Resident Drawer","Enables draw submission through the GPU Resident Drawer, which can improve CPU performance");
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publicstaticreadonlyGUIContentsmallMeshScreenPercentage=EditorGUIUtility.TrTextContent("Small-Mesh Screen-Percentage","Default minimum screen percentage (0-20%) gpu-driven Renderers can cover before getting culled. If a Renderer is part of a LODGroup, this will be ignored.");
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs
+19-13Lines changed: 19 additions & 13 deletions
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@@ -1429,22 +1429,27 @@ public void RenderFinalSetup(RenderGraph renderGraph, UniversalCameraData camera
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// Scaled FXAA
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using(varbuilder=renderGraph.AddRasterRenderPass<PostProcessingFinalSetupPassData>("Postprocessing Final Setup Pass",outvarpassData,ProfilingSampler.Get(URPProfileId.RG_FinalSetup)))
@@ -1567,6 +1572,7 @@ public void RenderFinalBlit(RenderGraph renderGraph, UniversalCameraData cameraD
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using(varbuilder=renderGraph.AddRasterRenderPass<PostProcessingFinalBlitPassData>("Postprocessing Final Blit Pass",outvarpassData,ProfilingSampler.Get(URPProfileId.RG_FinalBlit)))
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