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Merge pull request #8147 from Unity-Technologies/internal/master
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Packages/com.unity.render-pipelines.core/Documentation~/Rendering-Debugger.md

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Add the script to a GameObject. You should see a new **My Custom Panel** panel in the **Rendering Debugger** window.
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![](Images/rendering-debugger.png)
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![Screenshot of the Rendering Debugger window showing a new custom panel.](Images/rendering-debugger.png)
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### Add a control to an existing panel
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Packages/com.unity.render-pipelines.core/Documentation~/View-Lighting-Tool.md

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You can use the **Anchor Position Override** to provide a GameObject’s [Transform](https://docs.unity3d.com/ScriptReference/Transform.html) as an anchor point for the Light. This is useful if you want the Light to follow a specific GameObject in the Scene.
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![](Images/LightAnchorAnimation.gif)
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<video title="A light uses the main camera as the reference GamObject that controls the rotation of the light. The light rotates synchronously with the camera." src="Images/videos/light-anchor-animation.mp4" width="100%" height="auto" autoplay="true" loop="true" controls></video>
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**Note**: The above example uses the Main Camera as the reference Camera that adjusts the light rotation. The Common presets might create a different result in the Scene View if your view isn't aligned with the Main Camera.
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You can set a **Position Offset** for this custom Anchor. This is useful if the Transform position of the custom Anchor isn't centered appropriately for the light to orbit correctly around the custom Anchor.
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![](Images/LightAnchor0.png)
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![Light Anchor component screenshot. Orbit and Elevation properties display example values that change the orientation of a light.](Images/LightAnchor0.png)
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The Light Anchor component also includes a list of **Presets** that you can use to set the Light's orientation relative to the main Camera.

Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-setting.md

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public Material myMaterial;
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}
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```
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![](Images/customsettings-addsetting.png)<br/>
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![Screenshot of the Project Settings window. The Graphics section contains the new custom settings from the example script.](Images/customsettings-addsetting.png)<br/>
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The **Edit** > **Project Settings** > **Graphics** window with the new custom setting from the example script.
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## Set the default asset for a reference property

Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-settings.md

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}
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```
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![](Images/customsettings-settingsgroup.png)<br/>
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![Screenshot of the Project Settings window. The Graphics section contains the new custom settings group from the example script.](Images/customsettings-settingsgroup.png)<br/>
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The **Edit** > **Project Settings** > **Graphics** window with the new custom settings group from the example script.
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## Change the display order of settings groups

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

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Unity shows the new properties in the **Core Render Pipeline** settings section:
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![](Images/core_render_pipeline_preference_provider.png)
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![Screenshot of the Preferences window showing the new properties in the Core Render Pipeline settings section.](Images/core_render_pipeline_preference_provider.png)

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

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[assembly: InternalsVisibleTo("Unity.RenderPipelines.Core.Editor.Shared")]
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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.HighDefinition.Editor.Tests")]
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[assembly: InternalsVisibleTo("Assembly-CSharp-Editor-testable")]
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Packages/com.unity.render-pipelines.core/Editor/CoreEditorStyles.cs

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greenTexture = CoreEditorUtils.CreateColoredTexture2D(Color.green, "Green 1x1");
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blueTexture = CoreEditorUtils.CreateColoredTexture2D(Color.blue, "Blue 1x1");
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iconHelp = CoreEditorUtils.FindTexture("_Help");
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iconHelp = CoreEditorUtils.LoadIcon("icons", "console.infoicon", ".png");
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iconWarn = CoreEditorUtils.LoadIcon("icons", "console.warnicon", ".png");
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iconFail = CoreEditorUtils.LoadIcon("icons", "console.erroricon", ".png");
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iconSuccess = EditorGUIUtility.FindTexture("TestPassed");
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area: Post-processing and UI Features
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area: Post-processing and Compositing

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