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Accessibility: various files and SVG to text
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Packages/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md

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@@ -4,7 +4,7 @@ Arbitrary Output Variables (AOVs) are additional images that an [HDRP Camera](hd
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Here is an example of three AOVs, containing from left to right the Albedo, Normal, and Object ID of each pixel:
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![](Images/aov_example.png)
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![Example: Three AOVs, containing from left to right the Albedo, Normal, and Object ID of each pixel:](Images/aov_example.png)
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In HDRP, you can access and configure AOVs in the following ways:
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- Using the [HDRP Compositor tool](graphics-compositor.md).

Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Injection-Points.md

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| BeforeTransparent | Color (Pyramid \| Read \| Write), Depth (Read \| Write), Normal and roughness (Read), Motion Vectors (Read) | The available buffers for this injection point contain:<br/>- All opaque objects.<br/>- Transparent PreRefraction objects.<br/>- Transparent objects with depth-prepass and screen space reflections (SSR) enabled.<br/><br/>In this Injection Point you can sample the color pyramid that Unity uses for transparent refraction. You can use this to create a blur effect. All objects Unity renders in this injection point will not be in the color pyramid.<br/><br/>You can also use this injection point to draw some transparent objects that refract the whole scene, like water. |
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| BeforePostProcess | Color (Pyramid \| Read \| Write), Depth (Read \| Write), Normal and roughness (Read), Motion Vectors (Read) | The available buffers for this injection point contain all geometry in the frame that uses High Dynamic Range (HDR). |
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| AfterPostProcess | Color (Read \| Write), Depth (Read) | The available buffers for this injection point contain the final render of the scene, including post-process effects.<br/><br/>This injection point executes the available buffers after Unity applies any post-processing effects.<br/><br/>If you select this injection point, objects that use the depth buffer display jittering artifacts.<br/><br/>When you select this injection point for a [FullscreenCustom Pass](custom-pass-create-gameobject.md#full-screen-custom-pass), Unity assigns the camera color buffer as the target by default.</br></br>**Note:** When sampling scene color using HDSceneColor node in a FullScreenShaderGraph at this injection point, consider using a temporary buffer to handle concurrent read/write operations. See [Scene Color Sampling in AfterPostProcess](Custom-Pass-Scene-Color-Read.md) for implementation details. |
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Troubleshooting.md

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## Display scaling issues
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![](images/Custom_Pass_Troubleshooting_01.png)
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![Custom pass troubleshooting example: Display scaling issues.](images/Custom_Pass_Troubleshooting_01.png)
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A scaling issue can appear in your built scene when you have two cameras that don't use the same resolution. This is most common between Game and Scene views. This can happen when:
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Sometimes when you enable [Temporal antialiasing (TAA)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.1/manual/Anti-Aliasing.html?q=anti#TAA), some GameObjects appear to jitter.
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![](images/Custom_Pass_Troubleshooting_02.gif)
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![Custom pass troubleshooting example: Jittering GameObjects.](images/Custom_Pass_Troubleshooting_02.gif)
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Jittering can happen when both of the following conditions are met:
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md

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HDRP always uses a software method to upscale the result. The method HDRP uses is defined in the **Upscale Filter**. You can select which upscaling method HDRP uses to do this. For more information, see [Choosing an upscale filter](#Choosing_Upscale_Filter).
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![](Images/DynamicResolution1.png)
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![Dynamic resolution sample.](Images/DynamicResolution1.png)
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## Using dynamic resolution
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings-API.md

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The following example shows how to compare the `humanizedData` from a rendering component's override mask with the rendering component's custom Frame Settings. There are some custom Frame Settings set, but the mask is all zeros which means that this rendering component uses the default Frame Settings.
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![](Images/FrameSettingsAPI-watch.png)
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## FrameSettings Scripting API
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This is a structure that contains information on how a rendering component should render the Scene. For more information about this structure and the API it contains, see [FrameSettings](xref:UnityEngine.Rendering.HighDefinition.FrameSettings).
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