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

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* [Customize the UI of a setting](customize-ui-for-a-setting.md)
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* [Get custom graphics settings](get-custom-graphics-settings.md)
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* [Include or exclude a setting in your build](choose-whether-unity-includes-a-graphics-setting-in-your-build.md)
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* [Advanced Properties](advanced-properties.md)
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* [Shaders](shaders.md)
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* [Use shader methods from the SRP Core shader library](built-in-shader-methods.md)
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* [Synchronizing shader code and C#](generating-shader-includes.md)

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

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@@ -12,29 +12,29 @@ There is a global state per user that stores if Unity displays **advanced proper
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## Exposing advanced properties within the inspector
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Not every component or Volume Override includes advanced properties.
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If one does, it has a contextual menu to the right of each property section header that includes additional properties. To expose advanced properties for that section, open the contextual menu and click **Advanced Properties**.
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If one does, it has a contextual menu to the right of each property section header that includes additional properties. To expose advanced properties for that section, open the contextual menu and click **Show All Advanced Properties**.
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For an example, refer to the **Water Surface** component in [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/settings-and-properties-related-to-the-water-system.html).
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By default only standard properties are shown.
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![](Images/Preferences/HDRP_WaterSurface_General.png)
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When you select **Advanced Properties**:
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When you select **Show All Advanced Properties**:
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![](Images/Preferences/PopUpAdvanced.png)
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**Advanced Properties** become visible:
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![](Images/Preferences/HDRP_WaterSurface_General_Visible.png)
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For Volume Overrides, the already existing contextual menu has a **Advanced Properties** toggle as well.
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For Volume Overrides, the already existing contextual menu has a **Show All Advanced Properties** toggle as well.
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## Exposing advanced properties on preferences
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You can also access to this global preference by:
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1. Open the **Graphics** tab in the **Preferences** window (menu: **Edit > Preferences > Graphics**).
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2. Under **Properties**. Set **Advanced Properties** to **All Visible**.
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1. Open the **Graphics** tab in the **Preferences** window (menu: **Edit > Preferences**, macOS: **Unity > Settings**).
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2. Under **Graphics**, select **Properties**. Set **Advanced Properties** to **All Visible**.
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![](Images/Preferences/AdvancedProperties_Settings.png)

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

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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.Universal.Editor.Tests")]
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[assembly: InternalsVisibleTo("Unity.Testing.VisualEffectGraph.EditorTests")]
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[assembly: InternalsVisibleTo("Assembly-CSharp-Editor-testable")]
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Packages/com.unity.render-pipelines.core/Editor/BuildProcessors/CoreBuildData.cs

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@@ -81,7 +81,7 @@ private void CheckGPUResidentDrawerUsage()
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return;
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GraphicsSettings.GetRenderPipelineSettings<GPUResidentDrawerResources>()
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.ForEachFieldOfType<ComputeShader>(computeShader => computeShaderCache.Add(computeShader.GetInstanceID(), computeShader));
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.ForEachFieldOfType<ComputeShader>(computeShader => computeShaderCache.Add(computeShader.GetEntityId(), computeShader));
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}
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/// <summary>

Packages/com.unity.render-pipelines.core/Editor/BuildProcessors/ShaderStrippers/SRPDisabledComputeShaderVariantStripper.cs

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@@ -8,6 +8,6 @@ class SRPDisabledComputeShaderVariantStripper : IComputeShaderVariantStripper
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public bool active => !CoreBuildData.instance.buildingPlayerForRenderPipeline;
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public bool CanRemoveVariant([DisallowNull] ComputeShader shader, string _, ShaderCompilerData __)
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=> CoreBuildData.instance.computeShaderCache.ContainsKey(shader.GetInstanceID());
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=> CoreBuildData.instance.computeShaderCache.ContainsKey(shader.GetEntityId());
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}
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}

Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs

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get => Mathf.Max(0, DebugManager.instance.PanelIndex(selectedPanelDisplayName));
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set
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{
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var displayName = DebugManager.instance.PanelDiplayName(value);
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var displayName = DebugManager.instance.PanelDisplayName(value);
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if (!string.IsNullOrEmpty(displayName))
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selectedPanelDisplayName = displayName;
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}

Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.RenderingLayers.cs

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Span<bool> perSubMeshOpaqueness = stackalloc bool[subMeshCount];
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perSubMeshOpaqueness.Fill(true);
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accelStruct.AddInstance(renderer.component.GetInstanceID(), renderer.component, perSubMeshMask, matIndices, perSubMeshOpaqueness, 1);
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accelStruct.AddInstance(renderer.component.GetEntityId(), renderer.component, perSubMeshMask, matIndices, perSubMeshOpaqueness, 1);
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}
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foreach (var terrain in contributors.terrains)
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{
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uint mask = GetInstanceMask(terrain.component.shadowCastingMode);
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uint materialID = terrain.component.renderingLayerMask; // repurpose the material id as we don't need it here
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accelStruct.AddInstance(terrain.component.GetInstanceID(), terrain.component, new uint[1] { mask }, new uint[1] { materialID }, new bool[1] { true }, 1);
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accelStruct.AddInstance(terrain.component.GetEntityId(), terrain.component, new uint[1] { mask }, new uint[1] { materialID }, new bool[1] { true }, 1);
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}
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return accelStruct;

Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.SkyOcclusion.cs

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Span<bool> perSubMeshOpaqueness = stackalloc bool[subMeshCount];
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perSubMeshOpaqueness.Fill(true);
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accelStruct.AddInstance(renderer.component.GetInstanceID(), renderer.component, perSubMeshMask, matIndices, perSubMeshOpaqueness, 1);
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accelStruct.AddInstance((int)renderer.component.GetEntityId().GetRawData(), renderer.component, perSubMeshMask, matIndices, perSubMeshOpaqueness, 1);
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}
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foreach (var terrain in contributors.terrains)
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{
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uint mask = GetInstanceMask(terrain.component.shadowCastingMode);
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accelStruct.AddInstance(terrain.component.GetInstanceID(), terrain.component, new uint[1] { mask }, new uint[1] { 0 }, new bool[1] { true }, 1);
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accelStruct.AddInstance(terrain.component.GetEntityId(), terrain.component, new uint[1] { mask }, new uint[1] { 0 }, new bool[1] { true }, 1);
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}
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return accelStruct;

Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.VirtualOffset.cs

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Span<bool> perSubMeshOpaqueness = stackalloc bool[subMeshCount];
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perSubMeshOpaqueness.Fill(true);
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accelStruct.AddInstance(renderer.component.GetInstanceID(), renderer.component, maskAndMatDummy, maskAndMatDummy, perSubMeshOpaqueness, 1);
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accelStruct.AddInstance(renderer.component.GetEntityId(), renderer.component, maskAndMatDummy, maskAndMatDummy, perSubMeshOpaqueness, 1);
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foreach (var terrain in contributors.terrains)
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if ((layerMask & mask) == 0)
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accelStruct.AddInstance(terrain.component.GetInstanceID(), terrain.component, new uint[1] { 0xFFFFFFFF }, new uint[1] { 0xFFFFFFFF }, new bool[1] { true }, 1);
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accelStruct.AddInstance(terrain.component.GetEntityId(), terrain.component, new uint[1] { 0xFFFFFFFF }, new uint[1] { 0xFFFFFFFF }, new bool[1] { true }, 1);
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var chunkSizeInProbes = ProbeBrickPool.GetChunkSizeInProbeCount();
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var hasVirtualOffsets = m_BakingSet.settings.virtualOffsetSettings.useVirtualOffset;
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var hasRenderingLayers = m_BakingSet.useRenderingLayers;
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if (ValidateBakingCellsSize(bakingCellsArray, chunkSizeInProbes, hasVirtualOffsets, hasRenderingLayers))
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{
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// Write back the assets.
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for (int i = 0; i < matIndices.Length; ++i)
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{
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if (i < renderer.sharedMaterials.Length && renderer.sharedMaterials[i] != null)
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matIndices[i] = (uint)renderer.sharedMaterials[i].GetInstanceID();
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matIndices[i] = (uint)renderer.sharedMaterials[i].GetEntityId().GetRawData();
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else
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matIndices[i] = 0;
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}

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