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### You can contact me easiest through my discord server(above) or my twitter(https://x.com/Pjbomb2) with bugs, ideas, or thoughts on the project!
<li>TrueBlack - Allows materials to be truely black, removes the bottom limit</li>
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<li>AdvancedRadCacheAlt - Experimental working set for the Radiance Cache, not recomended</li>
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<li>UseTextureLOD - (Only works with Bindless)Enables Texture LOD</li>
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<li>DebugView - Replace that "DVNone" with any of the defines below, from "DVNone" to "DVGIView"</li>
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<li>DebugView - Replace that "DVNone" with any of the defines below, from "DVNone" to "DVGIView"</li>-->
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</ul>
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## URP Setup
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<ul>
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<li>In the Universal Renderer Asset being used, change the Rendering Path to Deferred, and turn on "Native RenderPass"</li>
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<li>If using Unity 6000 or above, you need to go to Project Settings -> Graphics -> (at the bottom)Turn on Compatability Mode</li>
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<li>In the camera, turn on PostProcessing, and turn the Anti-Aliasing to TAA(This is the only way I have found to reliably force motion vector generation in URP for some reason...)</li>
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<li>Finally, add the "URPTTInjectPass" script to an empty gameobject</li>
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</ul>
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## IES System
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<ul>
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<li>Add the texture highlighted in the image below to the "IES Profile" slot in the raytracinglights component thats added to standard unity lights(directional, point, spot, etc. type lights)</li>
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