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Packages/com.unity.render-pipelines.core/Documentation~/render-graph-writing-a-render-pipeline.md

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To begin, your render pipeline needs to maintain at least one instance of [RenderGraph](../api/UnityEngine.Rendering.RenderGraphModule.RenderGraph.html). This is the main entry point for the API. You can use more than one instance of a render graph, but be aware that Unity does not share resources across `RenderGraph` instances so for optimal memory usage, only use one instance.
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```c#
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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public class MyRenderPipeline : RenderPipeline
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void CleanupRenderGraph()
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{
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m_RenderGraph.Cleanup();
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m_RenderGraph = null;
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m_RenderGraph = null;
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}
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...
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}
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```
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Packages/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md

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## Custom Pass AOVs
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You can use AOVs to output the results of [custom passes](Custom-Pass.md). In particular, you can output the cumulative results of all custom passes that are active on every custom pass injection point. This can be useful to output arbitrary information that custom passes compute, such as the Object ID of the Scene GameObjects.
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## Rendering Precission
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## Rendering precision
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By default AOVs are rendering at the precision and format selected in the HDRP asset. If the AOVRequest is configured with *SetOverrideRenderFormat* option set to true, then rendering will use the same precision as the user allocated AOV output buffer.
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## Scripting API example

Packages/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md

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| **Property** | **Description** |
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| --------------------------| ------------------------------------------------------------ |
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| Shader Variant Log Level | Use the drop-down to select what information HDRP logs about Shader variants when you build your Unity Project. • Disabled: HDRP doesn’t log any Shader variant information.• Only SRP Shaders: Only log Shader variant information for HDRP Shaders.• All Shaders: Log Shader variant information for every Shader type. |
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| Export Shader Variants | Controls whether to output shader variant information to a file. |
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| Export Shader Variants | Controls whether to output shader variant information to a file. Unity saves the information to the folder with your project files, in `Temp/graphics-settings-stripping.json` and `Temp/shader-stripping.json`. |
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## Custom Post Process Orders
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Use this section to select which custom post processing effect HDRP uses in the project and at which stage in the render pipeline it executes them.
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HDRP provides one list for each post processing injection point. See the [Custom Post Process](Custom-Post-Process.md) documentation for more details.
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![](Images/HDRPgs_Custom_PP.png)
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## Frame Settings (Default Values)
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The [Frame Settings](Frame-Settings.md) control the rendering passes that Cameras perform at runtime.
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The **Default Volume Profile Asset** (A) references a Volume Profile in the HDRP package folder called `DefaultSettingsVolumeProfile` by default. Below it, you can add [Volume overrides](volume-component.md), and edit their properties. You can assign your own Volume Profile to this property field. Be aware that this property must always reference a Volume Profile. If you assign your own Volume Profile and then delete it, HDRP automatically re-assigns the `DefaultSettingsVolumeProfile` from the HDRP package folder.
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The **LookDev Volume Profile Asset** (B) references the Volume Profile HDRP uses in the [LookDev window](test-and-debug-materials-in-different-lighting-conditions-look-dev.md). This Asset works in almost the same way as the Default Volume Profile Asset, except that it overrides [Visual Environment Components](visual-environment-volume-override-reference.md) and sky components.![](Images/HDRPgs_Volume_Profiles.png)
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The **LookDev Volume Profile Asset** (B) references the Volume Profile HDRP uses in the [LookDev window](test-and-debug-materials-in-different-lighting-conditions-look-dev.md). This Asset works in almost the same way as the Default Volume Profile Asset, except it overrides [Visual Environment Components](visual-environment-volume-override-reference.md) and sky components.
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## Resources
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md

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## Differences between Forward and Deferred rendering in HDRP
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| **Feature** | **Forward Rendering** | **Defferred** |
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| **Feature** | **Forward Rendering** | **Deferred** |
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|---|---|---|
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| **Normal shadow bias** | HDRP uses the geometric normal (the vertex normal) of the Material for shadow bias, so Forward Rendering produces fewer shadow artifacts. | HDRP uses the pixel normal of the Material for shadow bias, so Deferred Rendering produces more shadow artifacts. |
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| **Emissive Color** | Ambient Occlusion doesn't affect Emissive Color. | Ambient Occlusion affects Emissive Color due to technical constraints. |

Packages/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md

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You can set the default values for Frame Settings for each of these three individually from within the the [HDRP Graphics settings window](Default-Settings-Window.md).
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![](Images/FrameSettings1.png)
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To make Cameras and Reflection Probes use their respective default values for Frame Settings, disable the **Custom Frame Settings** checkbox under the **General** settings of Cameras or under **Capture Settings** of Reflection Probes.
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You can override the default value of a Frame Setting on a per component basis. Enable the **Custom Frame Settings** checkbox to set specific Frame Settings for individual Cameras and Reflection Probes. This exposes the Frame Settings Override which gives you access to the same settings as within the HDRP Global Settings. Edit the settings within the Frame Settings Override to create a Frame Settings profile for an individual component.

Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md

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| **-- Use Optimal Settings** | Enable the checkbox to make DLSS control the Sharpness and Screen Percentage automatically. |
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| **-- Sharpness** | Controls how the DLSS upsampler renders edges on the image. More sharpness usually means more contrast and a clearer image but can increase flickering and fireflies. Unity ignores this property if you enable **Use Optimal Settings**. |
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| **- Dynamic Resolution Type** | Use the drop-down to select the type of dynamic resolution HDRP uses:<br />&#8226; **Software**: This option allocates render targets to accommodate the maximum resolution possible, then rescales the viewport accordingly. This allows the viewport to render at varying resolutions. <br />&#8226; **Hardware**: This option treats the render targets, up until the back buffer, as if they are all the scaled size. This means HDRP clears the render targets faster. |
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| **- Upscale Filter** | Use the drop-down to select the filter that HDRP uses for upscaling (unless overridden by user via script). The options are:<br />&#8226; **Catmull-Rom**: A bicubic upsample with 4 taps.<br />&#8226; **Contrast Adaptive Sharpen**: An ultra sharp upsample. This option is not meant for screen percentages less than 50% and still sharpens when you set the screen percentage to 100%. It uses **FidelityFX (CAS) AMD™**. <br />&#8226; **FidelityFX Super Resolution 1.0 AMD™**: A spatial super-resolution technology that leverages cutting-edge algorithms to produce impressive upscaling quality at very fast performance.<br />&#8226; **TAA Upscale**: A temporal anti-aliasing upscaler that uses information from previous frames to produce high-quality visuals. <br />&#8226; **Scalable Temporal Post-Processing (STP)**: A low-overhead spatio-temporal anti-aliasing upscaler that attempts to produce sharp visuals at scaling factors as low as 50%. |
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| **- Upscale Filter** | Use the drop-down to select the filter that HDRP uses for upscaling (unless overridden by user via script). The options are:<br />&#8226; **Catmull-Rom**: A bicubic upsample with 4 taps.<br />&#8226; **Contrast Adaptive Sharpen**: An ultra sharp upsample. This option is not meant for screen percentages less than 50% and still sharpens when you set the screen percentage to 100%. It uses **FidelityFX (CAS) AMD™**. <br />&#8226; **FidelityFX Super Resolution 1.0 AMD™**: A spatial super-resolution technology that leverages cutting-edge algorithms to produce impressive upscaling quality at very fast performance.<br />&#8226; **TAA Upscale**: A temporal anti-aliasing upscaler that uses information from previous frames to produce high-quality visuals. <br />&#8226; **Spatial-Temporal Post-processing (STP)**: A low-overhead spatio-temporal anti-aliasing upscaler that attempts to produce sharp visuals at scaling factors as low as 50%. |
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| **- Use Mip Bias** | Apply a negative bias on the texture samplers of deferred, opaque and transparent passes. This improves detail on textures but increases the texture fetching cost. Cost varies per platform. |
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| **- Minimum Screen Percentage** | The minimum screen percentage that dynamic resolution can reach. |
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| **- Maximum Screen Percentage** | The maximum screen percentage that dynamic resolution can reach. This value must be higher than the **Min Screen Percentage**. |

Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md

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You can enable Contact Shadows on a per Light basis for Directional, Point, and Spot Lights. Tick the **Enable** checkbox under the **Contact Shadows** drop-down in the **Shadows** section of each Light to indicate that HDRP should calculate Contact Shadows for that Light.
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Only one Light can cast Contact Shadows at a time. This means that, if you have more than one Light that casts Contact Shadows visible on the screen, only the dominant Light renders Contact Shadows. HDRP chooses the dominant Light using the screen space size of the Light’s bounding box. A Directional Light that casts Contact Shadows is always the dominant Light.
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**Note**: A Light casts Contact Shadows for every Mesh Renderer that uses a Material that writes to the depth buffer. This is regardless of whether you enable or disable the **Cast Shadows** property on the Mesh Renderer. This means that you can disable **Cast Shadows** on small GameObjects/props and still have them cast Contact Shadows. This is good if you do not want HDRP to render these GameObjects in shadow maps. If you do not want this behavior, use Shader Graph to author a Material that does not write to the depth buffer.
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[!include[](snippets/volume-override-api.md)]

Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md

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# Micro Shadows
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Micro shadows are shadows that the High Definition Render Pipeline (HDRP) simulates for small details embedded in the Material of a GameObject, but not in its Mesh geometry. HDRP uses the details from the normal map and the ambient occlusion map to estimate the shadows those maps would cast if they were Meshes.
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Micro shadows are shadows that the High Definition Render Pipeline (HDRP) simulates for small details embedded in the Material of a GameObject, but not in its Mesh geometry.
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HDRP uses the details from the normal map, the ambient occlusion map, and specular occlusion to estimate the shadows those details would cast if they were meshes.
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In this image, the different layers of details in the Material shadow each other.
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Packages/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md

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HRDP is compatible with the following platforms:
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- Windows and Windows Store, with DirectX 11 or DirectX 12 and Shader Model 5.0
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- Google
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- Stadia
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- Sony
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- PlayStation 4
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- PlayStation 5

Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md

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* [HDRP Packge](index.md)
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* [HDRP Package](index.md)
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* [What's new](whats-new.md)
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* [What's new in HDRP 17](whats-new-17.md)
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* [What's new in HDRP 16](whats-new-16.md)

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