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Fix all instances of typo excecution > execution in hdrp docs
Fix a typo that had propagated to a few places in the HDRP package doc. A corresponding docs redirect will be created to redirect from the old URL to the new one.
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Injection-Points.md

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To analyse the actions Unity performs in a render loop and see where Unity executes your Custom Pass, use the [frame debugger](https://docs.unity3d.com/Manual/FrameDebugger.html).
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To learn when injection points happen in the render pipeline refer to [Excecution order](rendering-excecution-order.md).
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To learn when injection points happen in the render pipeline refer to [Execution order](rendering-execution-order.md).
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Unity triggers the following injection points in a frame, in order from top to bottom:
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Global-Custom-Pass-API.md

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# Manage a Custom Pass without a GameObject
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# Manage a Custom Pass without a GameObject
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Use the Global custom pass API to register custom passes in the render loop without a custom pass Volume.
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This means you don't need to use the [Custom Pass workflow](Custom-Pass-Volume-Workflow.md) on a GameObject, modify user scenes or dynamically spawn custom pass volumes at runtime.
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## Execution order
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To learn when in the render pipeline HDRP can execute custom passes, refer to [Excecution order](rendering-excecution-order.md).
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To learn when in the render pipeline HDRP can execute custom passes, refer to [Execution order](rendering-execution-order.md).
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If you assign more than one custom pass to the same injection point, HDRP executes the custom passes in priority order. HDRP excecutes high priority custom passes before the low priority ones. You can set the priority when you register a global custom pass.
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Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md

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* [Use the Rendering Debugger](use-the-rendering-debugger.md)
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* [Add controls to the Rendering Debugger](add-controls-to-the-rendering-debugger.md)
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* [Rendering and post-processing](rendering-and-post-processing.md)
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* [Understand execution order](rendering-excecution-order.md)
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* [Understand execution order](rendering-execution-order.md)
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* [Understand post-processing](Post-Processing-Main.md)
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* [Anti-aliasing](Anti-Aliasing.md)
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* [Dynamic resolution](Dynamic-Resolution.md)

Packages/com.unity.render-pipelines.high-definition/Documentation~/custom-post-processing-scripts.md

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- **AfterPostProcessBlurs.**
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- **AfterPostProcess.**
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To learn when in the render pipeline HDRP can execute custom post-processing passes, refer to [Excecution order](rendering-excecution-order.md).
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To learn when in the render pipeline HDRP can execute custom post-processing passes, refer to [Execution order](rendering-execution-order.md).
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**Note**: When you enable [Temporal antialiasing (TAA)](Anti-Aliasing.md#TAA), HDRP applies TAA between the injection points **BeforeTAA** and **beforePostProcess**. When you use [Depth Of Field](Post-Processing-Depth-of-Field.md) and enable its **Physically Based** property, HDRP performs a second TAA pass to perform temporal accumulation for this effect.
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Packages/com.unity.render-pipelines.high-definition/Documentation~/custom-post-processing-understand.md

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The High Definition Render Pipeline (HDRP) allows you to write your own post-processing effects in a script. A custom post-processing effect automatically integrates into the [Volume framework](understand-volumes.md).
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You can customize the order of your custom post-processing effects at each stage in the rendering process. These stages are called injection points. To learn when HDRP executes custom post-process passes, refer to [Excecution order](rendering-excecution-order.md)
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You can customize the order of your custom post-processing effects at each stage in the rendering process. These stages are called injection points. To learn when HDRP executes custom post-process passes, refer to [Execution order](rendering-execution-order.md)
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For an example of a custom post-processing script, refer to [Custom post-processing example scripts](custom-post-processing-scripts.md).
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## Known issues and limitations
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- When you rename a custom post-process class name and file, HDRP removes it from the list in HDRP Project Settings which means HDRP does not render the post-processing effect.
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- When you rename a custom post-process class name and file, HDRP removes it from the list in HDRP Project Settings which means HDRP does not render the post-processing effect.

Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-and-post-processing.md

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|Page|Description|
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|-|-|
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|[Understand execution order](rendering-excecution-order.md)|Learn the order in which HDRP executes render passes.|
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|[Understand execution order](rendering-execution-order.md)|Learn the order in which HDRP executes render passes.|
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|[Understand post-processing](Post-Processing-Main.md)|Learn how HDRP performs post-processing.|
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|[Anti-aliasing](Anti-Aliasing.md)|Use an antialiasing method to reduce the appearance of jagged edges.|
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|[Dynamic resolution](Dynamic-Resolution.md)|Change the screen resolution automatically to maintain a stable frame rate.|

Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-excecution-order.md renamed to Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-execution-order.md

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# Understand excecution order
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# Understand execution order
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The following diagram shows the order in which the High Definition Render Pipeline (HDRP) executes render passes.
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| | Color Grading (Apply) | |
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| | | Antialiasing (FXAA) |
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| | | Film Grain |
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| | | 8-bit Dithering |
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| | | 8-bit Dithering |

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