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Motiejus Viltrakis
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Fixing tutorial text UUM-70814
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com.unity.template-hd/Assets/SampleSceneAssets/Tutorials/Pages/BakedLighting_02.asset

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m_Name: BakedLighting_02
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m_EditorClassIdentifier:
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Title:
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m_Untranslated: Lighting Modes
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Title:
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m_Untranslated: Lighting Modes
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m_Untranslated:
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Text:
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m_Untranslated: "Open the Lighting Window under <b>Window</b> > <b>Rendering</b>>
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<b>Lighting.</b>\n\r\nIn the Scene tab, notice that the Lighting Mode is
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<b>Lighting.</b>\n\nIn the Scene tab, notice that the Lighting Mode is
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set to <b>Baked Indirect,</b> to only capture the indirect lighting produced
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by the sky and the artificial lights placed in the scene. \n\nThe image
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above shows the exact same Scene with the Baked Lightmap debug view, showing
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the indirect light only.\n\nYou can learn more about <a href=\"https://docs.unity3d.com/2020.2/Documentation/Manual/lighting-mode.html\">Lighting
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the indirect light only.\n\nYou can learn more about <a href=\"https://docs.unity3d.com/6000.0/Documentation/Manual/lighting-mode.html\">Lighting
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Modes</a> and their different use cases in the documentation."
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com.unity.template-hd/Assets/SampleSceneAssets/Tutorials/Pages/BeforeStart_01.asset

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Finally, for the best image
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quality without noticeable aliasing, enable <b>Temporal Anti-aliasing</b>(camera
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icon) and <b>Always Refresh</b>(layers icon) in the <a href="https://docs.unity3d.com/2021.2/Documentation/Manual/ViewModes.html">Scene
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icon) and <b>Always Refresh</b>(layers icon) in the <a href="https://docs.unity3d.com/6000.0/Documentation/Manual/ViewModes.html">Scene
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View Options toolbar</a> by default located at the top right corner of
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the Scene view Window.'
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m_Tutorial: {fileID: 0}

com.unity.template-hd/Assets/SampleSceneAssets/Tutorials/Pages/BeforeStart_02.asset

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m_Name: BeforeStart_02
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m_EditorClassIdentifier:
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Title:
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m_Untranslated: Light Explorer
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m_Paragraphs:
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m_Untranslated: Light Explorer
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m_Untranslated:
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Text:
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m_Untranslated: 'An important tool to master is the <b>Light Explorer,</b>
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under <b>Window</b> > <b>Rendering.</b>
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It provides a filtered
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view for all lighting-related GameObjects, from <b>Lights</b> to <b>Reflection
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Probes,</b> as well as <b>Volumes</b> and <b>Emissive Materials.</b> It
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is therfore extremely useful in large scenes that may contain a very large
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is therefore extremely useful in large scenes that may contain a very large
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number of objects, without having to solely rely on the <i>Hierarchy</i>
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window.
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com.unity.template-hd/Assets/SampleSceneAssets/Tutorials/Pages/BeforeStart_04.asset

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m_Name: BeforeStart_04
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m_EditorClassIdentifier:
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Title:
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m_Untranslated: Next steps
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m_Paragraphs:
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m_Untranslated: Next steps
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m_Untranslated:
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Text:
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m_Untranslated: 'You can now explore the template on your own and complete
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its different sections in any order you choose.
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At
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any point, you can consult the HDRP <a href="https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Getting-started-with-HDRP.html">documentation</a>
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any point, you can consult the HDRP <a href="https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/getting-started-in-hdrp.html">documentation</a>
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online, and provide feedback or ask questions in this<a href="https://forum.unity.com/threads/try-the-new-hdrp-scene-template.1035355/">thread</a>
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on the official forum.'
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m_Tutorial: {fileID: 0}

com.unity.template-hd/Assets/SampleSceneAssets/Tutorials/Pages/Exposure_03.asset

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m_Script: {fileID: 11500000, guid: ff771ccdf4150419d9ff4d342b069aae, type: 3}
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m_Name: Exposure_03
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m_EditorClassIdentifier:
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m_Untranslated: Automatic Histogram Exposure
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m_Paragraphs:
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Title:
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m_Untranslated: Automatic Histogram Exposure
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m_Untranslated:
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Text:
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m_Untranslated: "Let's now switch the Exposure Mode to another one that can
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automatically adpat to the Scene's lighting.\n\r\n1. In the <i>Hierarchy,</i>
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select the <b>Global Volume</b> created at the previous step.\n\r\n2. In
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its <i>Inspector,</i> Switch the Mode to <b>Automatic Histogram.</b>\r\n\r\nExplore
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automatically adapt to the Scene's lighting.\n\n1. In the <i>Hierarchy,</i>
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select the <b>Global Volume</b> created at the previous step.\n\n2. In
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its <i>Inspector,</i> Switch the Mode to <b>Automatic Histogram.</b>\n\nExplore
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the Scene and notice how the camera now imitates the human eye adaptation
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or the automatic exposure system of a camera. Dark areas may become brighter,
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and bright ones may turn darker, automatically.\r\n\n\n<b>Expert tips</b>\n\n\u2022
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and bright ones may turn darker, automatically.\n\n\n<b>Expert tips</b>\n\n\u2022
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Use the <b>Limit Min</b> and <b>Limit Max</b> overrides to control how
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much the Automatic Exposure can fluctuate within a fixed range of values,
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to prevent it from displaying too dark or too bright images.\n\n\u2022

com.unity.template-hd/Assets/SampleSceneAssets/Tutorials/Pages/Fog_03.asset

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m_Untranslated: Congratulations!
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m_Untranslated:
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m_Untranslated: "In this tutorial, you learned how the Global Fog in Unity
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can be tuned. \r\n\r\nFor more information about fog, you can check out
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this <a href=\"https://youtu.be/yqCHiZrgKzs?t=3053\">video</a> or the related
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<a href=\"https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Override-Fog.html\">documentation.</a>\r\n\r\n<b>Note:</b>
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You do not need to save your changes in order to follow other tutorials.\r"
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can be tuned. \n\nFor more information about fog, you can check out this
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<a href=\"https://youtu.be/yqCHiZrgKzs?t=3053\">video</a> or the related
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<a href=\"https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/fog-volume-override-reference.html\">documentation.</a>\n\n<b>Note:</b>
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You do not need to save your changes in order to follow other tutorials."
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com.unity.template-hd/Assets/SampleSceneAssets/Tutorials/Pages/LightLayers_03.asset

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m_Untranslated: Set up Light Layers
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m_Untranslated: 'Let''s see how you can assign Light Layers to objects and
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Lights.
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Notice
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that the <b>Light Layer</b> is set to <b>Mixed...</b> and once the dropdown
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is expanded, see that the <b>Lamp Only</b> layer is disabled. If the property
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is not visible, enable Show Additional Properties using the 3 dots in the
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General section.
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that the <b>Rendering Layer Mask</b> is set to <b>Mixed...</b> and once
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the dropdown is expanded, see that the <b>Lamp Only</b> layer is disabled.
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If the property is not visible, enable Show Additional Properties using
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the 3 dots in the General section.
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Because the spotlights in the light fixture
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are unable to affect the <b>Lamp Only</b> layer, the pieces of glass placed
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on the <b>Lamps Only</b> layer cannot receive lighting nor shadowing from
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said spotlights. Thus, no unwanted shadows are produced.
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the light fixture are unable to affect the <b>Lamp Only</b> layer, the
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pieces of glass placed on the <b>Lamps Only</b> layer cannot receive lighting
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nor shadowing from said spotlights. Thus, no unwanted shadows are produced.
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com.unity.template-hd/Assets/SampleSceneAssets/Tutorials/Pages/LocalVolumetricFog_03.asset

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m_Untranslated: "In this tutorial, you learned how to control the local fog
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m_Untranslated: 'In this tutorial, you learned how to control the local fog
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more precisely by adding density variations to create a more realistic
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fog effect.\r\n\r\nFor more information, you can check out the<a href=\"https://youtu.be/yqCHiZrgKzs?t=3204\">video</a>
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or the related <a href=\"https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Local-Volumetric-Fog.html\">documentation.</a>\r\n\r\n<b>Note:</b>
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You do not need to save your changes in order to follow other tutorials.\r"
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fog effect.
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For more information, you can check out the<a href="https://youtu.be/yqCHiZrgKzs?t=3204">video</a>
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or the related <a href="https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/local-volumetric-fog-volume-reference.html">documentation.</a>
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<b>Note:</b>
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You do not need to save your changes in order to follow other tutorials.'
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com.unity.template-hd/Assets/SampleSceneAssets/Tutorials/Pages/Materials_02.asset

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m_Untranslated: Mask Map, Metalness and Smoothness
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m_Untranslated: 'The materials in HDRP can optionally use an RGBA <b>Mask
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Map</b> to define different texture properties, such as metalness (R),
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ambient occlusion (G), detail mask (B), and smoothness (A).
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1.
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In the <i>Hierarchy,</i> expand the <b>Props</b> > <b>Room3</b> > <b>Ball_PF</b>
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GameObject.
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In the <i>Hierarchy,</i> expand the <b>Structure</b> > <b>Room3</b> > <b>UnityMaterialBallSmall</b>
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> <b>Ball</b> GameObject.
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2. Select the <b>Ball</b> GameObject.
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2. Select the <b>Ball_Part</b> GameObject.
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com.unity.template-hd/Assets/SampleSceneAssets/Tutorials/Pages/Materials_03.asset

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m_Untranslated: Refraction
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m_Untranslated: "The High Definition Render Pipeline (HDRP) can simulate
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the refraction of the light inside materials.\r\n\r\n1. In the <i>Hierarchy,</i>
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expand <b>Props</b> > <b>Room 3</b> > <b>RoundTable_01</b> > <b>RoundTable_01_LOD0.</b>\r\n\r\n2.
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Select the <b>RoundTable_GLass_01_LOD00</b> GameObject.\r\n\r\n3. In the
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<i>Inspector,</i> expand the <i>Glass Dark_Mat Material.</i>\r\n\r\n4.
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In the <b>Transparency Inputs</b> section, set the <b>Refraction Model</b>
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to None to disable the refraction entirely. \r\n\r\n5. Undo your change
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and experiment with the <b>Index Of Refraction</b> slider.\n\r\nRefraction
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also allows us to create a frosted glass effect, which you can adjust by
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tuning the <b>Smoothness</b> of the material.\r"
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the refraction of the light inside materials.\n\n1. In the <i>Hierarchy,</i>
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expand <b>Props</b> > <b>Room 3</b> > <b>RoundTable_01</b> > <b>RoundTable_01_LOD0.</b>\n\n2.
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Select the <b>RoundTable_Glass_01_LOD00</b> GameObject.\n\n3. In the <i>Inspector,</i>
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expand the <i>Glass Dark_Mat Material.</i>\n\n4. In the <b>Transparency
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Inputs</b> section, set the <b>Refraction Model</b> to None to disable
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the refraction entirely. \n\n5. Undo your change and experiment with the
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<b>Index Of Refraction</b> slider.\n\nRefraction also allows us to create
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a frosted glass effect, which you can adjust by tuning the <b>Smoothness</b>
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of the material."
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