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Packages/com.unity.render-pipelines.core/.buginfo

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rule1:
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area: SRP Architecture & API
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area: SRP Foundation
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Packages/com.unity.render-pipelines.core/Documentation~/Look-Dev-Environment-Library.md

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@@ -4,7 +4,7 @@ An Environment Library is an Asset that contains a list of environments that you
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<a name="Creation"></a>
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![](Images/LookDevEnvironmentLibrary1.png)
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![Environment Library asset.](Images/LookDevEnvironmentLibrary1.png)
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## Creating an Environment Library
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| **Button** | **Function** | **Description** |
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| ------------------------------------------------------------ | ------------- | ------------------------------------------------------------ |
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| ![](Images/LookDevEnvironmentLibrary2.png) | **Add** | Click this button to add a new environment to the bottom of the list. |
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| ![](Images/LookDevEnvironmentLibrary3.png) | **Remove** | Click this button to remove the environment currently selected. Note that the environment that you have selected is the one with the blue frame. |
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| ![](Images/LookDevEnvironmentLibrary4.png) | **Duplicate** | Click this button to duplicate the currently selected environment and add it as a new environment to the bottom of the list. |
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| ![This button adds a new environment to the bottom of the list.](Images/LookDevEnvironmentLibrary2.png) | **Add** | Click this button to add a new environment to the bottom of the list. |
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| ![This button removes the currently selected environment.](Images/LookDevEnvironmentLibrary3.png) | **Remove** | Click this button to remove the environment currently selected. Note that the environment that you have selected is the one with the blue frame. |
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| ![This button duplicates the currently selected environment.](Images/LookDevEnvironmentLibrary4.png) | **Duplicate** | Click this button to duplicate the currently selected environment and add it as a new environment to the bottom of the list. |
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## Properties
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![](Images/LookDevEnvironmentLibrary5.png)
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![Environment Library properties](Images/LookDevEnvironmentLibrary5.png)
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| **Property** | **Description** |
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| ------------------- | ------------------------------------------------------------ |

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

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@@ -46,15 +46,15 @@ Use the toolbar in the top-left of the window to change which viewing mode Look
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### Single viewport
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![](Images/LookDev1.png)
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![Buttons for switching between viewports 1 and 2.](Images/LookDev1.png)
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By default, Look Dev displays a single viewport which contains the Prefab or GameObject you are working with. If you are in another viewing mode, you can click either the number **1** or number **2** button to go back to single view. Each button corresponds to a viewport in Look Dev. Select button **1** to use viewport 1, and button 2 to use viewport **2**.
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<a name="MultiView"></a>
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### Multi-viewport
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![](Images/LookDev2.png)
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![Buttons for changing the multi-viewport mode.](Images/LookDev2.png)
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Use multiple viewports to compare different environments and settings for the same Asset. You can arrange viewports:
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Vertical and horizontal side-by-side viewports show an identical view of your Asset.
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![](Images/LookDev3.png)
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![Vertical side-by-side viewport view.](Images/LookDev3.png)
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##### Split-screen
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In a split-screen view, there is a red/blue manipulation Gizmo that separates the two viewports. For information on how to use this Gizmo, see [Using the manipulation Gizmo](#ManipulationGizmo).
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![](Images/LookDev4.png)
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![Split-screen viewport view.](Images/LookDev4.png)
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#### Multi-viewport Camera
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By default, Look Dev synchronizes the camera movement for both views. To decouple the Cameras from one another, and manipulate them independently, click the **Synchronized Cameras** button in-between the two numbered Camera buttons.
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![](Images/LookDev5.png)
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To align the cameras with each other, or reset them, click on the drop-down arrow next to the viewport **2** icon:
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![](Images/LookDev6.png)
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![Drop-down options of multi-viewport cameras.](Images/LookDev6.png)
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<a name="ManipulationGizmo"></a>
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To move the separator, click and drag the straight line of the Gizmo to the location you want.
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![](Images/LookDev7.png)
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#### Changing the orientation and length
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To change the orientation and length of the manipulator Gizmo, click and drag the circle at either end of the manipulator. Changing the length of the Gizmo lets you set the orientation and [blending](#Blending) values more precisely.
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![](Images/LookDev8.png))
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![Click and drag the circle at either end of the gizmo to change its orientation and length.](Images/LookDev8.png)
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#### Changing the split in increments
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The white circle automatically snaps back into the center when you drag it back. This helps you get back to the default blending value quickly.
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![](Images/LookDev9.png)
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![The white circle on the separator lets you change the blending behavior.](Images/LookDev9.png)
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### HDRI environments in Look Dev
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Packages/com.unity.render-pipelines.core/Documentation~/Rendering-Debugger.md

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Add the script to a GameObject. You should see a new **My Custom Panel** panel in the **Rendering Debugger** window.
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![](Images/rendering-debugger.png)
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![Screenshot of the Rendering Debugger window showing a new custom panel.](Images/rendering-debugger.png)
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### Add a control to an existing panel
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Packages/com.unity.render-pipelines.core/Documentation~/View-Lighting-Tool.md

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You can use the **Anchor Position Override** to provide a GameObject’s [Transform](https://docs.unity3d.com/ScriptReference/Transform.html) as an anchor point for the Light. This is useful if you want the Light to follow a specific GameObject in the Scene.
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![](Images/LightAnchorAnimation.gif)
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<video title="A light uses the main camera as the reference GamObject that controls the rotation of the light. The light rotates synchronously with the camera." src="Images/videos/light-anchor-animation.mp4" width="100%" height="auto" autoplay="true" loop="true" controls></video>
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**Note**: The above example uses the Main Camera as the reference Camera that adjusts the light rotation. The Common presets might create a different result in the Scene View if your view isn't aligned with the Main Camera.
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You can set a **Position Offset** for this custom Anchor. This is useful if the Transform position of the custom Anchor isn't centered appropriately for the light to orbit correctly around the custom Anchor.
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![](Images/LightAnchor0.png)
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![Light Anchor component screenshot. Orbit and Elevation properties display example values that change the orientation of a light.](Images/LightAnchor0.png)
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The Light Anchor component also includes a list of **Presets** that you can use to set the Light's orientation relative to the main Camera.

Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-setting.md

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public Material myMaterial;
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}
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```
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![](Images/customsettings-addsetting.png)<br/>
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![Screenshot of the Project Settings window. The Graphics section contains the new custom settings from the example script.](Images/customsettings-addsetting.png)<br/>
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The **Edit** > **Project Settings** > **Graphics** window with the new custom setting from the example script.
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## Set the default asset for a reference property

Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-settings.md

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}
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```
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![](Images/customsettings-settingsgroup.png)<br/>
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![Screenshot of the Project Settings window. The Graphics section contains the new custom settings group from the example script.](Images/customsettings-settingsgroup.png)<br/>
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The **Edit** > **Project Settings** > **Graphics** window with the new custom settings group from the example script.
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## Change the display order of settings groups

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

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Unity shows the new properties in the **Core Render Pipeline** settings section:
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![](Images/core_render_pipeline_preference_provider.png)
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![Screenshot of the Preferences window showing the new properties in the Core Render Pipeline settings section.](Images/core_render_pipeline_preference_provider.png)

Packages/com.unity.render-pipelines.core/Documentation~/customize-ui-for-a-setting.md

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To add items to the **More** (⋮) menu of a settings group, follow these steps:
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1. Create a class that implements the [`IRenderPipelineGraphicsSettingsContextMenu`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu.html) interface.
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1. Create a class that implements the [`IRenderPipelineGraphicsSettingsContextMenu2<T>`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2_1.html) interface.
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2. Implement the `PopulateContextMenu` method.
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3. To add an item, use the `AddItem` API.
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For example:
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```c#
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public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu<MySettings>
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public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu2<MySettings>
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{
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void IRenderPipelineGraphicsSettingsContextMenu<MySettings>.PopulateContextMenu(MySettings setting, PropertyDrawer _, ref GenericMenu menu)
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void IRenderPipelineGraphicsSettingsContextMenu2<MySettings>.PopulateContextMenu(MySettings setting, SerializedProperty _, ref GenericMenu menu)
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## Additional resources
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- [PropertyDrawer](xref:UnityEditor.PropertyDrawer)
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- [IRenderPipelineGraphicsSettingsContextMenu](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu.html)
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- [IRenderPipelineGraphicsSettingsContextMenu2](https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2.html)
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- [IRenderPipelineGraphicsSettingsContextMenu2<T>](https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2_1.html)

Packages/com.unity.render-pipelines.core/Editor/.buginfo

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area: SRP Architecture & API
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area: SRP Foundation
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- ^.*CoreRenderPipelinePreferences.*$
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- ^.*InspectorCurveEditor.*$
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- ^.*RemoveAdditionalDataUtils.*$
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area: SRP Workflow
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area: SRP Settings
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area: SRP Workflow
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area: SRP Settings

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

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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.UIElements;
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namespace UnityEditor.Rendering
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{
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public abstract partial class DefaultVolumeProfileSettingsPropertyDrawer
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{
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/// <summary>
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/// Context menu implementation for Default Volume Profile.
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/// </summary>
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/// <typeparam name="TSetting">Default Volume Profile Settings type</typeparam>
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/// <typeparam name="TRenderPipeline">Render Pipeline type</typeparam>
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[Obsolete("Use DefaultVolumeProfileSettingsPropertyDrawer<T>.DefaultVolumeProfileSettingsContextMenu2<TSetting, TRenderPipeline> instead #from(6000.0)")]
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public abstract class DefaultVolumeProfileSettingsContextMenu<TSetting, TRenderPipeline> : IRenderPipelineGraphicsSettingsContextMenu<TSetting>
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where TSetting : class, IDefaultVolumeProfileSettings
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where TRenderPipeline : RenderPipeline
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{
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/// Path where new Default Volume Profile will be created.
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[Obsolete("Not used anymore. #from(6000.0)")]
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protected abstract string defaultVolumeProfilePath { get; }
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[Obsolete("Not used anymore. #from(6000.0)")]
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void IRenderPipelineGraphicsSettingsContextMenu<TSetting>.PopulateContextMenu(TSetting setting, PropertyDrawer property, ref GenericMenu menu){ }
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/// <summary>
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Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs

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CachePVHashes(pvList);
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