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Merge pull request #8266 from Unity-Technologies/internal/6000.0/staging
Mirror Internal/6000.0/staging
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Packages/com.unity.render-pipelines.high-definition/Documentation~/getting-started-in-hdrp.md

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@@ -10,4 +10,3 @@ Set up a project to use the High Definition Render Pipeline (HDRP), and use Volu
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## Additional resources
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- [HDRP overview](HDRP-Features.md)
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- [Achieving High Fidelity Graphics for Games with HDRP](https://resources.unity.com/unitenow/onlinesessions/achieving-high-fidelity-graphics-for-games-with-hdrp)

Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl

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(((v.y & mask0) | (v.x & ~mask0)) & ~mask1);
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}
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#if SHADER_TARGET < 45
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#if SHADER_TARGET < 45 && !defined UNITY_COMPILER_DXC
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// Workaround is only technically required for GL Core <4.0 and GLES <3.1
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uint URP_FirstBitLow(uint m)
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{
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// http://graphics.stanford.edu/~seander/bithacks.html#ZerosOnRightFloatCast

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