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Merge pull request #8247 from Unity-Technologies/internal/6000.3/staging
Mirror Internal/6000.3/staging
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.gitattributes

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@@ -375,10 +375,15 @@ Editor/Resources/unity[[:space:]]editor[[:space:]]resources filter=lfs diff=lfs
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# memoryprofiler test snapshots
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**/com.unity.memoryprofiler.tests/**/*.[sS][nN][aA][pP] filter=lfs diff=lfs merge=lfs -text
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# buginfo tools
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/Tools/Unity.BugInfo.Coverage/bin/* filter=lfs diff=lfs merge=lfs -text
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# search test cases
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/Modules/QuickSearch/Tests/QuickSearch/Assets/Cases/UUM-113048/uum-113048.index filter=lfs diff=lfs merge=lfs -text
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#SRP Templates
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/Templates/**/LightingData.asset binary
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/Templates/**/*.[pP][nN][gG] filter=lfs diff=lfs merge=lfs -text
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/Templates/**/*.[tT][gG][aA] filter=lfs diff=lfs merge=lfs -text
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/Templates/**/*.[tT][iI][fF] filter=lfs diff=lfs merge=lfs -text
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/Templates/**/*.[fF][bB][xX] filter=lfs diff=lfs merge=lfs -text

Packages/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs

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@@ -451,7 +451,7 @@ void IEnvironmentDisplayer.Repaint()
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void OnFocus()
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{
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//OnFocus is called before OnEnable that open backend if not already opened, so only sync if backend is open
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if (LookDev.open)
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if (LookDev.open && LookDev.currentContext != null)
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{
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//If EnvironmentLibrary asset as been edited by the user (deletion),
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//update all view to use null environment if it was not temporary ones

Packages/com.unity.render-pipelines.core/Runtime/UnifiedRayTracing/RayTracingResources.cs

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namespace UnityEngine.Rendering.UnifiedRayTracing
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{
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[Scripting.APIUpdating.MovedFrom(
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autoUpdateAPI: true,
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sourceNamespace: "UnityEngine.Rendering.UnifiedRayTracing",
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sourceAssembly: "Unity.Rendering.LightTransport.Runtime"
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)]
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[Serializable]
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[SupportedOnRenderPipeline()]
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[Categorization.CategoryInfo(Name = "R: Unified Ray Tracing", Order = 1000), HideInInspector]

Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Settings.md

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## Add objects to the Ray Tracing Acceleration Structure
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HDRP provides a utility function that adds objects to the ray tracing acceleration structure.
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The function is `AddInstanceToRAS` and it takes a [Renderer](https://docs.unity3d.com/ScriptReference/Renderer.html)) a `HDEffectsParameters` parameter and two a booleans that tracks changes in the transform and material properties of the included game objects.
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The function is `AddInstanceToRAS` and it takes a [Renderer](https://docs.unity3d.com/ScriptReference/Renderer.html) a `HDEffectsParameters` parameter and two a booleans that tracks changes in the transform and material properties of the included game objects.
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```
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using System.Collections;

Packages/com.unity.render-pipelines.high-definition/Documentation~/creating-and-editing-lights-at-runtime.md

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}
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```
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There is also a [RemoveHDLight]((https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/api/UnityEngine.Rendering.HighDefinition.GameObjectExtension.html#UnityEngine_Rendering_HighDefinition_GameObjectExtension_AddHDLight_UnityEngine_GameObject_UnityEngine_Rendering_HighDefinition_HDLightTypeAndShape_)) method to remove the light created with AddHDLight.
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There is also a [RemoveHDLight](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/api/UnityEngine.Rendering.HighDefinition.GameObjectExtension.html#UnityEngine_Rendering_HighDefinition_GameObjectExtension_AddHDLight_UnityEngine_GameObject_UnityEngine_Rendering_HighDefinition_HDLightTypeAndShape_) method to remove the light created with AddHDLight.
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Note: Another good way of spawning lights is simply by spawning prefabs of lights you configured in the editor, this is also more efficient than manually adding components and setting values.
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Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/CustomPassNodes.cs

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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL => NodeUtils.GetDocumentationString("HD-Custom-Color");
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const int kUvInputSlotId = 0;
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const string kUvInputSlotName = "UV";
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Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/EmissionNode.cs

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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL => Documentation.GetPageLink("SGNode-Emission");
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public override string documentationURL => NodeUtils.GetDocumentationString("Emission");
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[SerializeField]
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EmissiveIntensityUnit _intensityUnit;

Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/ExposureNode.cs

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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL => Documentation.GetPageLink("SGNode-Exposure");
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[SerializeField]
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ExposureType m_ExposureType;
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[EnumControl("Type")]

Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/FresnelEquationNode.cs

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const string kFresnelOutputSlotName = "Fresnel";
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public override string documentationURL => Documentation.GetPageLink("Fresnel-Equation-Node");
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private enum FresnelSlots
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{
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kDotVectorsInputSlotId,

Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/SurfaceGradientResolveNormal.cs

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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL => Documentation.GetPageLink("SurfaceGradientResolveNormal");
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const int kNormalInputSlotId = 0;
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const string kNormalInputSlotName = "Normal";
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