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[Port] [2021.3] Minor feedback fixes in Graphics package docs
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Packages/com.unity.render-pipelines.universal/Documentation~/Shadows-in-URP.md

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## Shadow atlases
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Universal RP renders all real-time shadows for a frame using one common shadow map atlas for all punctual light shadows (i.e shadows for Spot Lights and Point Lights), and an other shadow map atlas for Directional Light shadows.
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Universal RP renders all real-time shadows for a frame using one common shadow map atlas for all punctual light shadows (i.e shadows for Spot Lights and Point Lights), and another shadow map atlas for Directional Light shadows.
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Set the size of these atlases in your Unity Project’s [Universal Render Pipeline Asset](universalrp-asset.md). The atlas size determines the maximum resolution of shadows in your Scene.
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Packages/com.unity.render-pipelines.universal/Documentation~/cameras/apply-different-post-proc-to-cameras.md

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3. Select the **Layer** dropdown and choose one of the layers created when you set up the scene.
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4. Select the camera you want to apply this effect to.
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5. In the Inspector window, go to **Environment** > **Volume Mask** and select the same layer that you chose for the GameObject.
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6. Repeat stpes 1-5 for each GameObject and Camera pair that your scene requires.
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6. Repeat steps 1-5 for each GameObject and Camera pair that your scene requires.
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> [!NOTE]
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> Some effects apply to all cameras in a scene by default. As a result of this, you might need to add the same effect to each volume. This overrides the effects from other volumes on individual cameras with the new values that you set.

Packages/com.unity.visualeffectgraph/Documentation~/GettingStarted.md

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When you’ve added the Visual Effect Graph Asset to you Hierarchy, Unity attaches the Asset to a [Visual Effect Component](VisualEffectComponent.md), which references the Asset.
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## Editing a Visual Effect Graph
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To edit Visual Effect Graph Assets in the [Visual Effect Graph window](VisualEffectGraphWindow.md) :
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To edit Visual Effect Graph Assets in the [Visual Effect Graph window](VisualEffectGraphWindow.md):
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* Open the Visual Effect Graph window (menu: __Window___ > __Visual Effects__) with an empty graph. This prompts you to open a Visual Effect Graph Asset.
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* Select an existing Visual Effect Graph Asset, and click the __Edit__ button in the Inspector. This opens the Visual Effect Graph window with the graph contained in this Asset.

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