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kirill-titov-uEvergreen
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[SRPF] Hide RenderMode field and remove documentation
RenderMode was never supported by URP. Maybe it was planned to be added but I couldn't find anyone who knows anything about. Instead we hide the field and remove documentation for it.
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Packages/com.unity.render-pipelines.universal/Documentation~/light-component.md

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@@ -54,10 +54,6 @@ The Light Inspector includes the following groups of properties:
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| Property:| Function: |
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|:---|:---|
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| **Render Mode**| Use this drop-down to set the rendering priority of the selected Light. This can affect lighting fidelity and performance (refer to the **Performance Considerations**, below). |
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|    **Auto**| The rendering method is determined at run time, depending on the brightness of nearby lights and the current [Quality](https://docs.unity3d.com/Manual/class-QualitySettings.html) settings. |
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|    **Important**| The light is always rendered at per-pixel quality. Use **Important** mode only for the most noticeable visual effects (for example, the headlights of a player’s car). |
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|    **Not Important**| The light is always rendered in a faster, vertex/object light mode. |
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| **Culling Mask**| Use this to selectively exclude groups of objects from being affected by the Light. For more information, refer to [Layers](https://docs.unity3d.com/Manual/Layers.html).|
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## <a name="Shadows"></a>Shadows

Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Drawers.cs

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@@ -267,8 +267,6 @@ static void DrawEmissionContent(UniversalRenderPipelineSerializedLight serialize
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static void DrawRenderingContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner)
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{
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serializedLight.settings.DrawRenderMode();
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if (serializedLight.settings.light.type != LightType.Rectangle &&
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!serializedLight.settings.isCompletelyBaked)
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{

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