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Merge pull request #116309 from FlorianBorn71/NonLocalizedStrings
First iteration of no-loc which I found while reading the German version
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articles/remote-rendering/concepts/components.md

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Azure Remote Rendering uses the [Entity Component System](https://en.wikipedia.org/wiki/Entity_component_system) pattern. While [entities](entities.md) represent the position and the hierarchical composition of objects, components are responsible for implementing behavior.
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The most frequently used types of components are [mesh components](meshes.md), which add meshes into the rendering pipeline. Similarly, [light components](../overview/features/lights.md) are used to add lighting and [cut plane components](../overview/features/cut-planes.md) are used to cut open meshes.
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The most frequently used types of components are [:::no-loc text="mesh components":::](meshes.md), which add meshes into the rendering pipeline. Similarly, [light components](../overview/features/lights.md) are used to add lighting and [cut plane components](../overview/features/cut-planes.md) are used to cut open meshes.
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All these components use the transform (position, rotation, scale) of the entity they are attached to, as their reference point.
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articles/remote-rendering/how-tos/conversion/configure-model-conversion.md

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Centering is important if the source model is displaced far from the origin, since in that case floating point precision issues may cause rendering artifacts.
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* `opaqueMaterialDefaultSidedness` - The rendering engine assumes that opaque materials are double-sided.
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If that is not the intended behavior, this parameter should be set to "SingleSided". For more information, see [single sided rendering](../../overview/features/single-sided-rendering.md).
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If that is not the intended behavior, this parameter should be set to "SingleSided". For more information, see [:::no-loc text="single sided"::: rendering](../../overview/features/single-sided-rendering.md).
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### Material overrides
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If a model is defined using gamma space, then these options should be set to true.
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* `gammaToLinearMaterial` - Convert material colors from gamma space to linear space
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* `gammaToLinearVertex` - Convert vertex colors from gamma space to linear space
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* `gammaToLinearVertex` - Convert :::no-loc text="vertex"::: colors from gamma space to linear space
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> [!NOTE]
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> For FBX files these settings are set to `true` by default. For all other file types, the default is `false`.
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* `axis` - To override coordinate system unit-vectors. Default values are `["+x", "+y", "+z"]`. In theory, the FBX format has a header where those vectors are defined and the conversion uses that information to transform the scene. The glTF format also defines a fixed coordinate system. In practice, some assets either have incorrect information in their header or were saved with a different coordinate system convention. This option allows you to override the coordinate system to compensate. For example: `"axis" : ["+x", "+z", "-y"]` will exchange the Z-axis and the Y-axis and keep coordinate system handedness by inverting the Y-axis direction.
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### Vertex format
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### :::no-loc text="Vertex"::: format
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It is possible to adjust the vertex format for a mesh, to trade precision for memory savings. A lower memory footprint allows you to load larger models or achieve better performance. However, depending on your data, the wrong format can significantly impact rendering quality.
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It is possible to adjust the :::no-loc text="vertex"::: format for a mesh, to trade precision for memory savings. A lower memory footprint allows you to load larger models or achieve better performance. However, depending on your data, the wrong format can significantly impact rendering quality.
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> [!CAUTION]
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> Changing the vertex format should be a last resort when models don't fit into memory anymore, or when optimizing for the best possible performance. Changes can easily introduce rendering artifacts, both obvious ones and subtle ones. Unless you know what to look out for, you should not change the default.
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> Changing the :::no-loc text="vertex"::: format should be a last resort when models don't fit into memory anymore, or when optimizing for the best possible performance. Changes can easily introduce rendering artifacts, both obvious ones and subtle ones. Unless you know what to look out for, you should not change the default.
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These adjustments are possible:
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By forcing a component to `NONE`, it is guaranteed that the output mesh does not have the respective stream.
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#### Component formats per vertex stream
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#### Component formats per :::no-loc text="vertex"::: stream
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These formats are allowed for the respective components:
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| Vertex component | Supported formats (bold = default) |
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| :::no-loc text="Vertex"::: component | Supported formats (bold = default) |
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|:-----------------|:------------------|
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|position| **32_32_32_FLOAT**, 16_16_16_16_FLOAT |
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|color0| **8_8_8_8_UNSIGNED_NORMALIZED**, NONE |
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The memory footprints of the formats are as follows:
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| Format | Description | Bytes per vertex |
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| Format | Description | Bytes per :::no-loc text="vertex"::: |
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|:-------|:------------|:---------------|
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|32_32_FLOAT|two-component full floating point precision|8
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|16_16_FLOAT|two-component half floating point precision|4
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#### Example
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Assume you have a photogrammetry model, which has lighting baked into the textures. All that is needed to render the model are vertex positions and texture coordinates.
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Assume you have a photogrammetry model, which has lighting baked into the textures. All that is needed to render the model are :::no-loc text="vertex"::: positions and texture coordinates.
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By default the converter has to assume that you may want to use PBR materials on a model at some time, so it will generate `normal`, `tangent`, and `binormal` data for you. Consequently, the per vertex memory usage is `position` (12 bytes) + `texcoord0` (8 bytes) + `normal` (4 bytes) + `tangent` (4 bytes) + `binormal` (4 byte) = 32 bytes. Larger models of this type can easily have many millions of vertices resulting in models that can take up multiple gigabytes of memory. Such large amounts of data will affect performance and you may even run out of memory.
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By default the converter has to assume that you may want to use PBR materials on a model at some time, so it will generate `normal`, `tangent`, and `binormal` data for you. Consequently, the per vertex memory usage is `position` (12 bytes) + `texcoord0` (8 bytes) + `normal` (4 bytes) + `tangent` (4 bytes) + `binormal` (4 byte) = 32 bytes. Larger models of this type can easily have many millions of :::no-loc text="vertices"::: resulting in models that can take up multiple gigabytes of memory. Such large amounts of data will affect performance and you may even run out of memory.
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Knowing that you never need dynamic lighting on the model, and knowing that all texture coordinates are in `[0; 1]` range, you can set `normal`, `tangent`, and `binormal` to `NONE` and `texcoord0` to half precision (`16_16_FLOAT`), resulting in only 16 bytes per vertex. Cutting the mesh data in half enables you to load larger models and potentially improves performance.
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Knowing that you never need dynamic lighting on the model, and knowing that all texture coordinates are in `[0; 1]` range, you can set `normal`, `tangent`, and `binormal` to `NONE` and `texcoord0` to half precision (`16_16_FLOAT`), resulting in only 16 bytes per :::no-loc text="vertex":::. Cutting the mesh data in half enables you to load larger models and potentially improves performance.
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## Typical use cases
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* When you need to move parts around, that typically also means that you need support for raycasts or other [spatial queries](../../overview/features/spatial-queries.md), so that you can pick those parts in the first place. On the other hand, if you don't intend to move something around, chances are high that you also don't need it to participate in spatial queries and therefore can turn off the `generateCollisionMesh` flag. This switch has significant impact on conversion times, loading times, and also runtime per-frame update costs.
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* If the application does not use [cut planes](../../overview/features/cut-planes.md), the `opaqueMaterialDefaultSidedness` flag should be turned off. The performance gain is typically 20%-30%. Cut planes can still be used, but there won't be back-faces when looking into the inner parts of objects, which looks counter-intuitive. For more information, see [single sided rendering](../../overview/features/single-sided-rendering.md).
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* If the application does not use [cut planes](../../overview/features/cut-planes.md), the `opaqueMaterialDefaultSidedness` flag should be turned off. The performance gain is typically 20%-30%. Cut planes can still be used, but there won't be back-faces when looking into the inner parts of objects, which looks counter-intuitive. For more information, see [:::no-loc text="single sided"::: rendering](../../overview/features/single-sided-rendering.md).
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### Use case: Photogrammetry models
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articles/remote-rendering/how-tos/performance-tracing.md

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There are many reasons why the performance of Azure Remote Rendering may not be as good as desired. Apart from pure rendering performance on the cloud server, especially the quality of the network connection has a significant influence on the experience. To profile the server's performance, refer to chapter [Server-side performance queries](../overview/features/performance-queries.md).
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This chapter focuses on how to identify potential client-side bottlenecks through *performance traces*.
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This chapter focuses on how to identify potential client-side bottlenecks through *:::no-loc text="performance traces":::*.
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## Getting started
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If you are new to the Windows performance tracing functionality, this section will mention the most fundamental terms and applications to get you started.
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If you are new to the Windows :::no-loc text="performance tracing"::: functionality, this section will mention the most fundamental terms and applications to get you started.
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### Installation
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### WPR configuration
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1. Launch the [Windows Performance Recorder](https://docs.microsoft.com/windows-hardware/test/wpt/windows-performance-recorder) from the *start menu*.
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1. Launch the [:::no-loc text="Windows Performance Recorder":::](https://docs.microsoft.com/windows-hardware/test/wpt/windows-performance-recorder) from the *start menu*.
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1. Expand **More Options**
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1. Select the file *AzureRemoteRenderingNetworkProfiling.wprp*. You can find this file in the ARR SDK under *Tools/ETLProfiles*.
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1. On the left, navigate to *Performance > Performance Tracing*.
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1. Click **Browse...**
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1. Click **:::no-loc text="Browse...":::**
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1. Select the file *AzureRemoteRenderingNetworkProfiling.wprp*. You can find this file in the ARR SDK under *Tools/ETLProfiles*.
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1. Click **Start Trace**
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1. The HoloLens is now recording a trace. Make sure to trigger the performance issues that you want to investigate. Then click **Stop Trace**.

articles/remote-rendering/how-tos/unity/install-remote-rendering-unity-package.md

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## Unity render pipelines
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Remote Rendering works with both the **Universal render pipeline** and the **Standard render pipeline**. For performance reasons, the Universal render pipeline is recommended.
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Remote Rendering works with both the **:::no-loc text="Universal render pipeline":::** and the **:::no-loc text="Standard render pipeline":::**. For performance reasons, the Universal render pipeline is recommended.
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To use the **Universal render pipeline**, its package has to be installed in Unity. This can either be done in Unity's **Package Manager** UI (package name **Universal RP**, version 7.2.1 or newer), or through the `Packages/manifest.json` file, as described in the [Unity project setup tutorial](../../tutorials/unity/project-setup.md#configure-the-projects-manifest).
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To use the **:::no-loc text="Universal render pipeline":::**, its package has to be installed in Unity. This can either be done in Unity's **Package Manager** UI (package name **Universal RP**, version 7.2.1 or newer), or through the `Packages/manifest.json` file, as described in the [Unity project setup tutorial](../../tutorials/unity/project-setup.md#configure-the-projects-manifest).
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## Next steps
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articles/remote-rendering/how-tos/unity/objects-components.md

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Creating a Unity game object implicitly adds a `RemoteEntitySyncObject` component to the game object. This component is used to synchronize the entity transform to the server. By default `RemoteEntitySyncObject` requires the user to explicitly call `SyncToRemote()` to synchronize the local Unity state to the server. Enabling `SyncEveryFrame` will synchronize the object automatically.
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Objects with a `RemoteEntitySyncObject` can have their remote children instantiated and shown in the Unity editor through the **Show Children** button.
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Objects with a `RemoteEntitySyncObject` can have their remote children instantiated and shown in the Unity editor through the **:::no-loc text="Show children":::** button.
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![RemoteEntitySyncObject](media/remote-entity-sync-object.png)
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articles/remote-rendering/overview/features/color-materials.md

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These properties are common to all materials:
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* **albedoColor:** This color is multiplied with other colors, such as the *albedoMap* or *vertex colors*. If *transparency* is enabled on a material, the alpha channel is used to adjust the opacity, with `1` meaning fully opaque and `0` meaning fully transparent. Default is white.
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* **albedoColor:** This color is multiplied with other colors, such as the *albedoMap* or *:::no-loc text="vertex"::: colors*. If *transparency* is enabled on a material, the alpha channel is used to adjust the opacity, with `1` meaning fully opaque and `0` meaning fully transparent. Default is white.
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> [!NOTE]
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* **textureCoordinateScale** and **textureCoordinateOffset:** The scale is multiplied into the UV texture coordinates, the offset is added to it. Can be used to stretch and shift the textures. The default scale is (1, 1) and offset is (0, 0).
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* **useVertexColor:** If the mesh contains vertex colors and this option is enabled, the meshes' vertex colors are multiplied into the *albedoColor* and *albedoMap*. By default vertex colors are disabled.
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* **useVertexColor:** If the mesh contains :::no-loc text="vertex"::: colors and this option is enabled, the meshes' :::no-loc text="vertex"::: color is multiplied into the *albedoColor* and *albedoMap*. By default *useVertexColor* is disabled.
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* **isDoubleSided:** If double-sidedness is set to true, triangles with this material are rendered even if the camera is looking at their back faces. By default this option is disabled. See also [Single-sided rendering](single-sided-rendering.md).
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* **isDoubleSided:** If double-sidedness is set to true, triangles with this material are rendered even if the camera is looking at their back faces. By default this option is disabled. See also [:::no-loc text="Single-sided"::: rendering](single-sided-rendering.md).
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* **vertexMix:** This value between `0` and `1` specifies how strongly the vertex color in a [mesh](../../concepts/meshes.md) contributes to the final color. At the default value of 1, the vertex color is multiplied into the albedo color fully. With a value of 0, the vertex colors are ignored entirely.
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* **vertexMix:** This value between `0` and `1` specifies how strongly the :::no-loc text="vertex"::: color in a [mesh](../../concepts/meshes.md) contributes to the final color. At the default value of 1, the :::no-loc text="vertex"::: color is multiplied into the albedo color fully. With a value of 0, the :::no-loc text="vertex"::: colors are ignored entirely.
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* **transparencyMode:** Contrary to [PBR materials](pbr-materials.md), color materials distinguish between different transparency modes:
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articles/remote-rendering/overview/features/cut-planes.md

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* **Enabled:** You can temporarily switch off cut planes by disabling the component. Disabled cut planes don't incur rendering overhead and also don't count against the global cut plane limit.
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* `Enabled`: You can temporarily switch off cut planes by disabling the component. Disabled cut planes don't incur rendering overhead and also don't count against the global cut plane limit.
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* **Normal:** Specifies which direction (+X,-X,+Y,-Y,+Z,-Z) is used as the plane normal. This direction is relative to the owner entity's orientation. Move and rotate the owner entity for exact placement.
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* `Normal`: Specifies which direction (+X,-X,+Y,-Y,+Z,-Z) is used as the plane normal. This direction is relative to the owner entity's orientation. Move and rotate the owner entity for exact placement.
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If the alpha value of *FadeColor* is non-zero, pixels close to the cut plane will fade towards the RGB part of FadeColor. The strength of the alpha channel determines whether it will fade fully towards the fade color or only partially. *FadeLength* defines over which distance this fade will take place.
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articles/remote-rendering/overview/features/late-stage-reprojection.md

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## Choose LSR mode in Unity
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In the Unity editor, go to *File > Build Settings*. Select *Player Settings* in the lower left, then check under *Player > XR Settings > Virtual Reality SDKs > Windows Mixed Reality* whether **Enable Depth Buffer Sharing** is checked:
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In the Unity editor, go to *:::no-loc text="File > Build Settings":::*. Select *:::no-loc text="Player Settings":::* in the lower left, then check under *:::no-loc text="Player > XR Settings > Virtual Reality SDKs > Windows Mixed Reality":::* whether **:::no-loc text="Enable Depth Buffer Sharing":::** is checked:
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![Depth Buffer Sharing Enabled flag](./media/unity-depth-buffer-sharing-enabled.png)
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articles/remote-rendering/overview/features/lights.md

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---
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title: Lights
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title: Scene lighting
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description: Light source description and properties
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# Lights
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# Scene lighting
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By default the remotely rendered objects are lit using a [sky light](sky.md). For most applications this is already sufficient, but you can add further light sources to the scene.
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