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2126b93
Fix misc shader warnings
remi-chapelain Sep 26, 2024
887fc70
Post-migration step: remove the migrated URP docs files.
oleks-k Sep 27, 2024
d643084
Expose Solid Angle culling mode in Ray Tracing Settings UI.
IonutNedelcuUnity Sep 27, 2024
64a2be2
[VFX] Better integration with HDRP Water Sample
Sep 27, 2024
95bc9e5
[VFX/Particle] DrawMeshNow artifact on M1
Sep 27, 2024
7d070f9
Shader Warnings about GPU Driven are thrown after switching platform …
SuminCho1 Sep 27, 2024
631b0f9
Add STP Resource Stripping
gmitrano-unity Sep 27, 2024
c5def9f
[HDRP] [UUM-81586] Fixed uninitalized/unused shader warnings
mseonkim-unity Sep 27, 2024
745bc95
[HDRP] remove double ensure frame settings for volumetric clouds
remi-chapelain Sep 27, 2024
e9ce518
add fourth composition option for HQ lines: before color pyramid but …
mikko-alaluusua-unity Sep 27, 2024
be6faa7
Revert NRP ReadOnlyStencil Flag Changes
gmitrano-unity Sep 27, 2024
180058b
Graphics/lighting/uum 79279
nanho-lee Sep 27, 2024
ec53fef
update the rendergraph samples to the latest APIs and best practices
UnityAljosha Sep 27, 2024
5bca137
[6000] Fix UUM-51358
kennytann Sep 27, 2024
4b891d5
Render Graph - Fix failing tests (using camera.Render and RenderGraph)
YohannVaastUnity Sep 28, 2024
9845b03
[URP] Fix lighting debug views when using APV with Shadowmask
pmavridis Sep 28, 2024
3d1ff8c
Removed RGBM implementation from URP Bloom
AndrewSaraevUnity Sep 28, 2024
fd29f1d
Disabled XR test instabilities
thomas-zeng Sep 30, 2024
16cc81d
Add option to omit depth & movec write based on hair composite alpha
mikko-alaluusua-unity Sep 30, 2024
b376271
Docs/graphics/docg 5742 water surface deformation buffer
ocarrere Sep 30, 2024
5ae6eac
Fix several issues with cloud shadow clipping / volumetric cloud tracing
Sep 30, 2024
1e9b965
Code cleanup in RTHandle allocators and small fixes
UnityAljosha Sep 30, 2024
a8d40b6
Allow opening RGV but show a better message.
alex-vazquez-unity3d Sep 30, 2024
ba8af79
Disable GPU Occlusion on Qualcomm GPUs in URP
gmitrano-unity Oct 2, 2024
035da18
Fix: Animated properties not updated in material UI
ApoorvaJ Oct 2, 2024
96df64f
Fix legacy depthBufferBits usage in URP 2D and 3D renderer
UnityAljosha Oct 2, 2024
b055b45
[URP] [Fantasy Kingdom Demo] Fix STP TAA Frame Index Mismatch
gmitrano-unity Oct 2, 2024
1978efe
Fix NullReferenceException thrown when updating a legacy node for sec…
geunheepark-unity Oct 2, 2024
9e754b6
Add AssetBundle/Addressable documentation for APV
markg-unity Oct 2, 2024
7a2a15c
Docs/graphics/docg 5743 physically based sky custom material
ocarrere Oct 2, 2024
c0873b2
docg-5789-lens-flare-environment-occlusion
ocarrere Oct 2, 2024
1e23967
[HDRP] Add information for syncing multiple water surfaces in documen…
remi-chapelain Oct 3, 2024
ce82fb8
GFXFOUND-567 Unifiy RenderGraph Compiler with OpenGLES and OpenGL Core
RoseHirigoyen Oct 3, 2024
eb0e058
[SG] Update default heatmap values.
remi-chapelain Oct 3, 2024
12bae1c
[URP Fantasy Kingdom] Remove Motion Vectors Depth Bias
Oct 7, 2024
44a04da
[Port] [6000.0] Downgrade UPM to 8.7.0
svc-reach-platform-support Oct 11, 2024
9f340d5
[Port] [6000.0] Minor STP Documentation Fixes
svc-reach-platform-support Oct 15, 2024
ac5e791
[Port] [6000.0] Fix upsampler settings not being shown on unsupported…
svc-reach-platform-support Oct 16, 2024
d94636b
[Port] [6000.0] Fix a bug that SG is reverted to its last saved state…
svc-reach-platform-support Oct 16, 2024
72a389e
[Port] [6000.0] Set the internal execute method of custom passes to v…
svc-reach-platform-support Oct 16, 2024
0d7799e
[Backport 6000.0] Fix URP Camera Stacking, Renderscale, NaN and alpha…
eh-unity Oct 16, 2024
29efd6f
[Port] [6000.0] [Graphics Tools][HDRP Wizard] Multiple fixes and UI i…
svc-reach-platform-support Oct 16, 2024
66796a0
[Port] [6000.0] Enable the use of AllGlobals in the UIPass
svc-reach-platform-support Oct 17, 2024
6d97cde
[Port] [6000.0] Fix for Overlay UI in RG + HDR + FXAA/FSR
antonella-sciarrillo Oct 18, 2024
258aed6
[Port] [6000.0] [PS5, Metal] Fix shader errors due to Foveated Rendering
svc-reach-platform-support Oct 18, 2024
583210b
[Port] [6000.0] Remove warning 'use of potentially uninitialized vari…
svc-reach-platform-support Oct 18, 2024
b51b56a
[Port] [6000.0] [VFX] Fix Custom Attribute Sanitize
svc-reach-platform-support Oct 18, 2024
247d5db
[Port] [6000.0] Remove assert in TextureDesc creation to avoid errors…
svc-reach-platform-support Oct 18, 2024
c49df77
[Port] [6000.0] Fix UUM-72639
svc-reach-platform-support Oct 19, 2024
6a19dbf
[Port] [6000.0] HDRenderPipeline: Ensure custom post-process is disab…
svc-reach-platform-support Oct 19, 2024
50e04f8
[Port] [6000.0] Baking, then deleting baking set asset, then rebaking…
svc-reach-platform-support Oct 21, 2024
3424c22
[Port] [6000.0] HDRP: Ensure PROCEDURAL_INSTANCING_ON is not applied …
svc-reach-platform-support Oct 21, 2024
976333b
[Port] [6000.0] [VFX] Fix Sample Water Surface & CustomHLSL
svc-reach-platform-support Oct 21, 2024
edd130b
[Port] [6000.0] Cloud layer order - transparent depth prepass
svc-reach-platform-support Oct 22, 2024
c94a18a
[content automatically redacted] touching PlatformDependent folder
svc-reach-platform-support Oct 22, 2024
44745f1
[Port] [6000.0] [VFX] Render last particle in particle outputs with s…
svc-reach-platform-support Oct 23, 2024
e80caea
[Port] [6000.0] Fix APV compatability on GLES
svc-reach-platform-support Oct 23, 2024
fed8947
[Port] [6000.0] Fix UUM-84029 Broken visual and spamming error in Dep…
svc-reach-platform-support Oct 24, 2024
836417d
[Port] [6000.0] [UUM-84967] Make RenderGraphViewer script path lookup…
svc-reach-platform-support Oct 24, 2024
d41520f
[Port] [6000.0][URP] Fixing tooltips (UUM-83534)
svc-reach-platform-support Oct 24, 2024
655d79f
[Port] [6000.0][URP] Fixing unset CameraToWorld matrix in shadow cast…
svc-reach-platform-support Oct 24, 2024
f69bb8c
[Port] [6000.0] Fix small GPUResidentDrawer bugs
svc-reach-platform-support Oct 25, 2024
82f1284
[Port] [6000.0] [UUM-78803] Implement Main Light Direction node on bu…
svc-reach-platform-support Oct 28, 2024
4b7629d
UUM-85566: Backout PR#54311
pigselated Oct 28, 2024
22fa8d2
[Port] [6000.0] [UUM-78849] Add an option to include Custom Function …
svc-reach-platform-support Oct 28, 2024
c374aa3
[Port] [6000.0] Clarify URP 6 index page
svc-reach-platform-support Oct 28, 2024
dbdda9d
[Port] [6000.0] Remove vector truncation warning for SSAO
svc-reach-platform-support Oct 30, 2024
1ae844e
[URP][Unity 6.0] Minor code cleanup of MainLightShadowCasterPass (UUM…
svc-reach-platform-support Oct 30, 2024
7b17ee0
[Port] [6000.0][URP] Fixing an issue where ScreenSpaceShadows weren't…
svc-reach-platform-support Oct 31, 2024
1de3000
[Backport 6000.0][UUM-82787] Fix Rendergraph 2D shadow pass to remove…
kennytann Oct 31, 2024
d4c6eb8
[Port] [6000.0] [UUM-83764] Fix Game View flipping upside down when u…
seungwon-oh Oct 31, 2024
eb2b453
[Port] [6000.0] Mark a shader graph dirty when 'Support VFX Graph' is…
svc-reach-platform-support Oct 31, 2024
6a723ff
Merge pull request #8109 from Unity-Technologies/internal/6000.0/staging
UnityAljosha Nov 1, 2024
f02b78b
[Port] [6000.0] [HDRP] Fix shaders warning in console when building
svc-reach-platform-support Nov 2, 2024
390f197
[Port] [6000.0] Minor docs fixes from feedback tickets
svc-reach-platform-support Nov 2, 2024
ae28f6a
[Port] [6000.0] Remove #if preprocessor wrapping the UniversalRenderP…
svc-reach-platform-support Nov 5, 2024
9b1adee
[Port] [6000.0] [UUM-84431] Fix Lens Flare not rendering properly in …
svc-reach-platform-support Nov 6, 2024
a76c212
[Port] [6000.0] [HDRP] Improve water decal workflow for older shapes …
svc-reach-platform-support Nov 6, 2024
7ddc45a
[Port] [6000.0] [VFX] Two Custom hlsl bug fixes
svc-reach-platform-support Nov 6, 2024
89d1bb1
[Port] [6000.0] Prevent eviction of light with preserveCachedShadow f…
svc-reach-platform-support Nov 6, 2024
13a0ba1
[Port] [6000.0] [Fix] Fix the GBuffer pass to write in RT4 in Render …
svc-reach-platform-support Nov 7, 2024
a384e3a
[Port] [6000.0] Fix for HDRP entity water excluders
svc-reach-platform-support Nov 8, 2024
648df8f
[6000.0] Fix for glclientwaitsync errors in PowerVR devices
Nov 11, 2024
3652a13
[UUM-85648] Disabling test 270 for 6000.0
christian-sasseville Nov 11, 2024
bfc0cf4
[Port] [6000.0] [WebGPU] Test Updates and Bugfixes
svc-reach-platform-support Nov 11, 2024
82f6123
[Port] [6000.0] [VFX] Custom attribute with same name as built-in att…
svc-reach-platform-support Nov 12, 2024
4322132
[Port] [6000.0] Add dynamic resolution / upscaling docs page
svc-reach-platform-support Nov 12, 2024
ac3054e
[Port] [6000.0] [HDRP] Assertion printed when Maximum Reflection Prob…
svc-reach-platform-support Nov 13, 2024
f629d18
[Port] [6000.0] RenderGraph.AddBlitPass doesn't work correctly with t…
svc-reach-platform-support Nov 13, 2024
4c766ed
[Port] [6000.0] Fix Vulkan URP 2D crash on some android devices
svc-reach-platform-support Nov 13, 2024
455c43d
[Port] [6000.0] [HDRP] Better material creation for PBR Sky Custom Ma…
svc-reach-platform-support Nov 13, 2024
155b9d5
[Unity 6.0][URP] Fixing an issue where Transparent Receive Shadows to…
ellioman Nov 13, 2024
ef49573
[Port] [6000.0] [HDRP] Empty template starts with incorrect Physicall…
svc-reach-platform-support Nov 13, 2024
a003347
[6000.0] Fix picking and outline for all BatchRendererGroup draw types
JussiKnuuttila Nov 15, 2024
e0776ba
[Port] [6000.0] [VFX] Fix subgraph block nesting
svc-reach-platform-support Nov 18, 2024
0121c5d
[Port] [6000.0] Graphics/SRP/RPF - [UUM-87121] - STP is disabled when…
svc-reach-platform-support Nov 19, 2024
fd33269
[Port] [6000.0] UUM-86959: Fix environement lighting not updated when…
svc-reach-platform-support Nov 20, 2024
57c45aa
[Port] [6000.0] Added custom render texture documentation
svc-reach-platform-support Nov 20, 2024
fe6722c
[Port] [6000.0] [HDRP] Fix decal projector material creation
svc-reach-platform-support Nov 21, 2024
f92c6ae
[6000.0] Fix Depth attachment texture for DX11
Nov 21, 2024
75aeba7
[Port] [6000.0] Bind dummy depth texture for MRT in Volumetric Clouds…
svc-reach-platform-support Nov 21, 2024
31a26ae
[Port] [6000.0] [HDRP] Fix errors when building XR player with Water …
svc-reach-platform-support Nov 21, 2024
cca6426
[Port] [6000.0] Graphics/SRP/RPF - [UUM-87865] Make SetViewAndProject…
svc-reach-platform-support Nov 21, 2024
12c69f5
[Port] [6000.0] Add documentation for shadow matte interaction with s…
svc-reach-platform-support Nov 22, 2024
90e1f1c
[Port] [6000.0] [Render Graph Viewer]Minor fixes on side panels
svc-reach-platform-support Nov 22, 2024
93d354e
ggkarm-u Nov 25, 2024
40deb52
[Port] [6000.0] Fixed compute shader for baking probe volumes
svc-reach-platform-support Nov 25, 2024
474a9a1
[Port] [6000.0] [VFX] Label are not visible when node is collapsed
svc-reach-platform-support Nov 25, 2024
67946e9
[Port] [6000.0] [Render Graph Viewer]Properly show the values for cle…
svc-reach-platform-support Nov 26, 2024
a7fe74d
[Port] [6000.0] Fix Final Depth Copy Parameters & Unnecessary Scene V…
svc-reach-platform-support Nov 26, 2024
bfe6926
[Backport 6000.0] Revert Changes from UUM-29958
RoseHirigoyen Nov 28, 2024
bff5f11
[6.0/editor] Fixed scene filtering with rendergraph not working on metal
alexey-unity Nov 28, 2024
6abd789
[Port] [6000.0] Fix the RenderGraphPass clear function not working c…
svc-reach-platform-support Nov 28, 2024
b1c5f69
[Port] [6000.0] RenderGraph - Improve maximum number of resources all…
svc-reach-platform-support Nov 28, 2024
a3f2a42
[Port] [6000.0] [UUM-83862] Fix sorting the Reflection Probe by resol…
svc-reach-platform-support Nov 29, 2024
9b4f488
[Port] [6000.0] [UUM-73635] Fix debug rendering error when rebaking A…
svc-reach-platform-support Dec 3, 2024
15f15e7
Backports (56114 & 56734)
venkify Dec 3, 2024
3af9ddd
[Port] [6000.0] Fix for avoid warnings when using the NormalFromTextu…
svc-reach-platform-support Dec 3, 2024
5991afb
[Port] [6000.0] Fix STP on GLCore Rendering Target
svc-reach-platform-support Dec 3, 2024
4074ae1
[Port] [6000.0] Add clamp to HairAngleWorld to prevent nan from FastASin
svc-reach-platform-support Dec 4, 2024
ebec57a
[Port] [6000.0] Fixed layer index out of range in LayeredLitGUI
svc-reach-platform-support Dec 5, 2024
53257d5
[Backport 6000.0][UUM-86922][UUM-83351] Fix clear flags when post pro…
kennytann Dec 5, 2024
2adf9bf
[VFX][Backport][6000.0] In some specific circumstances, an exception …
julienamsellem Dec 5, 2024
ba276f9
Disable unstable test
ericksson Dec 5, 2024
1bcdd7f
[Port] [6000.0] [UUM-73947] Added SS Shadow coord transform to Transf…
svc-reach-platform-support Dec 6, 2024
1452a04
Backports.
venkify Dec 6, 2024
57ee1a5
[Port] [6000.0] [VFX] Added support for CustomRenderTexture in our ob…
svc-reach-platform-support Dec 6, 2024
bd8787c
[Port] [6000.0] [VFX] Add a button to install learning templates
svc-reach-platform-support Dec 7, 2024
09fff90
[Port] [6000.0] [HDRP] Adding cave scene in water samples
svc-reach-platform-support Dec 10, 2024
5e74e3d
[Port] [6000.0] Fix Implicit RandomWrite Requirement for Compute Shaders
svc-reach-platform-support Dec 16, 2024
90c8d90
[Port] [6000.0] [SRP][Volume]Multiple fixes for being able to properl…
svc-reach-platform-support Dec 16, 2024
28a60a1
[Port] [6000.0] HDRP Wizard FixAll button hide when no fix available
svc-reach-platform-support Dec 16, 2024
ad407bb
[Backport] [6000.0] Backport Nov 2024 graphics feedback fixes to 6000.0
markg-unity Dec 18, 2024
a65be2c
Merge pull request #8111 from Unity-Technologies/internal/6000.0/staging
UnityAljosha Dec 18, 2024
a66eeaf
Merge pull request #8117 from Unity-Technologies/internal/6000.0/staging
UnityAljosha Dec 18, 2024
c21daf5
[Port] [6000.0] Fixed shader global state invalid when using override…
svc-reach-platform-support Jan 6, 2025
b9f1b60
[Port] [6000.0] Fix downsampled SSAO not using the correct resolution…
svc-reach-platform-support Jan 6, 2025
dcff2a8
[Backport 6000.0][UUM-83013] Fix active buffers for overlay in Render…
kennytann Jan 6, 2025
2ff149c
[Port] [6000.0] Fix DebugDisplay Camera list going beyond number of a…
svc-reach-platform-support Jan 6, 2025
107ba87
Sample APV for reflection probe normalization when doing SSGI
KEngelstoft Jan 6, 2025
d89cdae
[Port] [6000.0] [VFX] Allow properties to be reordered inside a category
svc-reach-platform-support Jan 6, 2025
e50867e
[Port] [6000.0] Fixes from graphics docs feedback tickets Dec 2024
svc-reach-platform-support Jan 6, 2025
c7bba1f
[Port] [6000.0][URP] Fixing a warning when undoing a creation of ligh…
svc-reach-platform-support Jan 8, 2025
0077fdb
[Port] [6000.0] Fix color pyramid sampling UV when distortion is enabled
svc-reach-platform-support Jan 8, 2025
775fb03
[Port] [6000.0] APV bug fixes
svc-reach-platform-support Jan 8, 2025
ef7f546
[Port] [6000.0] [SRPF] Destroy Renderers when they created in the Bui…
svc-reach-platform-support Jan 8, 2025
4311b9e
[Port] [6000.0] [URP] Fixing an issue where shadowStrength isn't take…
svc-reach-platform-support Jan 8, 2025
5daf5d6
[Port] [6000.0] 2d/bugfix/uum 90437
svc-reach-platform-support Jan 8, 2025
59cb749
[Port] [6000.0] Avoid writing zero byte probe occlusion file
svc-reach-platform-support Jan 8, 2025
64b1a66
[Port] [6000.0] [HDRP] Fix info gathering for helpbox checking FrameS…
svc-reach-platform-support Jan 9, 2025
b3ed461
[Port] [6000.0] Evict lights with preserveCachedShadow if they are di…
svc-reach-platform-support Jan 9, 2025
864d3c0
Merge PR #57266 from docs/graphics/docg-5180-new
ocarrere Jan 9, 2025
c513e15
[Port] [6000.0] [SRPF] GUIView update in the Building time could caus…
svc-reach-platform-support Jan 9, 2025
2c812cb
[Port] [6000.0] Docs feedback fixes January 2025
markg-unity Jan 9, 2025
5b1bfde
[Port] [6000.0] Disable GPU Resident Drawer in asset importer editor …
svc-reach-platform-support Jan 10, 2025
a3a34f9
[Port] [6000.0] Fixed the issue where SoftShadowsHigh keyword is not …
svc-reach-platform-support Jan 10, 2025
23a1841
[Port] [6000.0] DOCG-5432 Add note about converting read-only materia…
svc-reach-platform-support Jan 10, 2025
0516e72
[Port] [6000.0] Update UPM to 9.0.0
svc-reach-platform-support Jan 10, 2025
01fefea
[Port] [6000.0] Fix HDRP sky rendering when Camera Relative Rendering…
svc-reach-platform-support Jan 10, 2025
cbbd3d2
[Port] [6000.0] DOCG-5466 Add missing screen space reflection links i…
svc-reach-platform-support Jan 10, 2025
ba16360
[Port] [6000.0][URP] Fixing aliased shadows due to lack of UV precisi…
svc-reach-platform-support Jan 10, 2025
9fb20b4
[Port] [6000.0] [Rendering Debbugger] Avoid reflection code and use …
svc-reach-platform-support Jan 14, 2025
67bf16d
[Port] [6000.0] SpeedTree does not move when using WindZone
svc-reach-platform-support Jan 14, 2025
1615616
[Port] [6000.0] UUM-91854 - Fix lightmap index changes when loading /…
svc-reach-platform-support Jan 14, 2025
983240e
[Port] [6000.0][URP] Make sure ScriptableStripper doesn't doesn't str…
svc-reach-platform-support Jan 14, 2025
aa747ab
Merge PR #57746 from docs/graphics/docg-4944-new
ocarrere Jan 15, 2025
834c078
[Port] [6000.0] Docs feedback fixes January 2025 part 2
svc-reach-platform-support Jan 15, 2025
f1e4d78
[Port] [6000.0] DOCG-6300 Fix include in HDRP dynamic resolution shad…
svc-reach-platform-support Jan 15, 2025
4cf3efc
[Port] [6000.0] Reverting the PR fixing UUM-83299
svc-reach-platform-support Jan 16, 2025
bc83549
[content automatically redacted] touching PlatformDependent folder
svc-reach-platform-support Jan 16, 2025
2a2ae96
[Port] [6000.0] Fixed two parameters being the wrong type leading to …
svc-reach-platform-support Jan 19, 2025
36d8939
[Port] [6000.0] [HDRP] [Wizzard] Fix default state 'Fail' used while …
svc-reach-platform-support Jan 20, 2025
f7451bf
[Port] [6000.0] DOCG-6321 Improve graphics settings documentation in …
svc-reach-platform-support Jan 20, 2025
5d46f33
[Port] [6000.0] [URP] Make error when trying to use URP api out of UR…
svc-reach-platform-support Jan 21, 2025
7df184c
[Port] [6000.0] [URP] Fixing an issue with fading baked shadows when …
svc-reach-platform-support Jan 21, 2025
bfe1703
[Port] [6000.0] UUM-78573: "Bake Probe Volumes" button does not store…
svc-reach-platform-support Jan 21, 2025
c9e3a3a
[Port] [6000.0] [UUM-83271] made streaming scratch buffers having dif…
svc-reach-platform-support Jan 21, 2025
079932b
[Port] [6000.0] [UUM-84980] Fix wrong SSR when using a shader graph w…
svc-reach-platform-support Jan 22, 2025
745f9fa
[Port] [6000.0] Fixing leak in LineRendering
svc-reach-platform-support Jan 22, 2025
e93e6c0
Merge pull request #8122 from Unity-Technologies/internal/6000.0/staging
UnityAljosha Jan 22, 2025
c4428fa
[Port][6000.0][UUM-90909] Fix artifacts when blending cascade shadows…
seungwon-oh Jan 24, 2025
7f873fe
[Port] [6000.0] The Baked Lightmap debug doesnt work with HDRP terrains
svc-reach-platform-support Jan 24, 2025
cb8918d
[Port] [6000.0] UUM-91862 - Fixed incorrect depth texture format exce…
olivierprat Jan 24, 2025
c5c1910
[Port] [6000.0] [2d] Fix Unlit shader for Skinning.
venkify Jan 27, 2025
cdb9877
Graphics docs feedback fixes
fatimah-mf-unity Jan 27, 2025
5d1e456
Merge pull request #8128 from Unity-Technologies/internal/6000.0/staging
UnityAljosha Jan 28, 2025
2c116a3
[Port] [6000.0] UUM-90236: Make all assets written by APV writable
svc-reach-platform-support Jan 28, 2025
8a947c8
DOCG-6433 Add ray tracing concept page
fatimah-mf-unity Jan 29, 2025
006513b
[Port] [6000.0] Docs feedback fixes January 2025 part 3
svc-reach-platform-support Jan 29, 2025
43fa300
[Port] [6000.0] [UUM-84459] Add a condition to the Receiver Motion Re…
svc-reach-platform-support Jan 29, 2025
6da9059
[Port] [6000.0] UUM75017 - Fix material changes impacting draw instan…
olivierprat Jan 30, 2025
328f48c
[Port] [6000.0] [UUM-95617] Fix XR depth submission on RenderGraph
svc-reach-platform-support Jan 30, 2025
9387e95
[Port] [6000.0] Fix issue where padding was different between tabs in…
svc-reach-platform-support Jan 31, 2025
6c3c07e
[Port] [6000.0] [VFX] Fixed custom hlsl wrapper function was duplicat…
svc-reach-platform-support Jan 31, 2025
6779ef2
[Port] [6000.0] [HDRP] Documentation for VFX Sample Water Surface node
svc-reach-platform-support Feb 3, 2025
ca1d0d2
[Port] [6000.0] [2d] Fix SRP-Batcher compatibility for URP 2D Default…
svc-reach-platform-support Feb 3, 2025
031dddf
[Port] [6000.0] UUM-92512: Light Cookie Atlas is leaking
svc-reach-platform-support Feb 3, 2025
ca4d65a
DOCG-6172 Add bicubic lightmap sampling page to HDRP docs
fatimah-mf-unity Feb 3, 2025
f58a049
[Port] [6000.0] [UUM-94425] fix: correct #if mismatch for PBRDeferred…
Feb 4, 2025
ea3e2e2
[Port] [6000.0] Docs feedback fixes January 2025 part 4
Feb 4, 2025
ceddf56
[Port] [6000.0] Graphics/vfx/fix/learning fixes
svc-reach-platform-support Feb 4, 2025
fd9493a
[Port] [6000.0] [VFX][Fix] Avoid trying to access context's data when…
svc-reach-platform-support Feb 4, 2025
55b5a7f
[Port] [6000.0] [VFX][Fix] Enable ForwardEmissive pass when using col…
svc-reach-platform-support Feb 4, 2025
ef2ab93
Merge PR #51725 from docs/graphics/docg-5833-mask-and-current-water-d…
ocarrere Feb 5, 2025
7eb2023
[Port] [6000.0] [2d] Fix (Case UUM-71736) Texture is lost when reconn…
svc-reach-platform-support Feb 5, 2025
ca91aaf
[Port] [6000.0] [UUM-92486] stop propagation on debug window click
svc-reach-platform-support Feb 5, 2025
77428ac
[Port] [6000.0] [UUM-92418] Help link color
svc-reach-platform-support Feb 5, 2025
05c9961
Merge PR #51205 from docg-5744-local-volumetric-fog-material-sg
ocarrere Feb 5, 2025
f42cc6a
[Port] [6000.0] [UUM-92520][UUM-95346][UUM-95620] Various vfx toolbar…
svc-reach-platform-support Feb 5, 2025
e62ee6b
[Port] [6000.0] [UUM-92615] Fix for supercollapse happening with left…
svc-reach-platform-support Feb 5, 2025
2e93401
[Port] [6000.0] [UUM-92200] Force SafeNormalize when blending DBuffer…
svc-reach-platform-support Feb 6, 2025
5d6c96b
Merge PR #60159 from 2d/fix-for-uum-74689
unity-cchu Feb 6, 2025
448661e
[Port] [6000.0] SRP Batcher compatibility and Rendering Debugger "cul…
svc-reach-platform-support Feb 7, 2025
79cd8fd
[2d] -Add 081_TilemapRenderer_SRPBatch_Color
ChuanXin-Unity Feb 10, 2025
241e97d
[UUM-96387] Fix for 6000.0.X: Terrain Detail objects are not rendered…
bslapc Feb 10, 2025
1ca20b2
Porting PLATGRAPH-4216 to 6000.0
bencloward Feb 11, 2025
046a325
Graphics docs feedback fixes
fatimah-mf-unity Feb 11, 2025
af00a8b
6000.0: Fix seams in water, when the instanced quad is selected.
vrethinachalam Feb 12, 2025
0777f7c
[Port] [6000.0] [SRPF] Multiple fixes for Help buttons
svc-reach-platform-support Feb 12, 2025
53156e9
[Port] [6000.0] [UUM-92662] Proper edgedraginfo when hovering or star…
svc-reach-platform-support Feb 12, 2025
77dddf7
[Port] [6000.0] [VFX] Template window can be empty because of an exce…
svc-reach-platform-support Feb 12, 2025
167e715
[Port] [6000.0][UUM-91055] Fix msaa for rendergraph 2d
svc-reach-platform-support Feb 13, 2025
87a5ac4
[Port] [6000.0][UUM-90792] Fix camera sorting layer not breaking batc…
svc-reach-platform-support Feb 13, 2025
2e6c234
[Port] [6000.0][UUM-93255] Fix back buffer clear when pixel perfect c…
svc-reach-platform-support Feb 13, 2025
aad71d2
[UUM-90255] Prevent the fog pass from being enqueued when the fog pas…
seungchan-jeong Feb 13, 2025
623b4c4
[Port][6000.0]UUM-67798: Disable dynamic batching of terrain billboar…
zeroyao Feb 15, 2025
53297a2
[6.0] Bump SRP packages to 17.0.4
theo-at-unity Feb 17, 2025
80a03dc
[Port] [6000.0][UUM-87636] Fix sprite instancing with 2d shaders
svc-reach-platform-support Feb 18, 2025
190ca99
Merge pull request #8134 from Unity-Technologies/internal/6000.0/staging
UnityAljosha Mar 5, 2025
b67b63b
Render graph subpass changes
Argent1024 Nov 8, 2024
4b78fb4
Add subpass samples
Argent1024 Mar 6, 2025
b8169d6
Fix y flip for passes not merged
Argent1024 Mar 18, 2025
4f0c997
Call SetupCameraProp pass when blit color lut pass exists
Argent1024 Mar 19, 2025
099017b
Prevent xr depth motionpass yFlip
Argent1024 Mar 19, 2025
ad2db90
Fix package git path
Argent1024 Mar 21, 2025
e57bc40
Add pre render function, better yFlip fix just in post processing pass
Argent1024 Mar 25, 2025
9c79e2e
Change back color grading lut pass
Argent1024 Apr 8, 2025
75f20d5
Disable depth input in edit mode
Argent1024 Apr 21, 2025
af7ea5a
pull latest change for gizmos pass
Argent1024 Apr 29, 2025
3fa895b
Merge pull request #48 from Argent1024/6000.0/17.0.4-subpass
Theundeadwarrior May 1, 2025
616b46f
Fixed up 6000.0 compilation; restored TraceRayAndQueryHit.hlsl as ref…
JessAtMeta Jul 6, 2026
186cd18
Fix TraceVirtualOffset.urtshader meta GUID and update shader to match…
JessAtMeta Jul 22, 2026
232e88e
Merge remote-tracking branch 'origin/6000.0/17.0.4-subpass' into 6000…
JessAtMeta Jul 22, 2026
661fef2
Fix GPUDriven API for 17.0.4 compatibility
JessAtMeta Jul 22, 2026
0198de2
Add missing GPUDriven types for 17.0.4 compatibility
JessAtMeta Jul 22, 2026
5ffc254
Fix UniversalRendererRenderGraph API for 17.0.4
JessAtMeta Jul 22, 2026
4a2a75d
Fix TraceVirtualOffset meta to use instanceID instead of explicit GUID
JessAtMeta Jul 22, 2026
c70818d
Fix ambiguous EditorToolManager reference for 17.0.4
JessAtMeta Jul 22, 2026
a365ca8
Fix EditorToolManager to use Path2D version with IsActiveTool
JessAtMeta Jul 22, 2026
f9c57dd
Revert TraceVirtualOffset meta to explicit GUID for build compatibility
JessAtMeta Jul 22, 2026
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1 change: 0 additions & 1 deletion .gitignore
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Expand Up @@ -38,7 +38,6 @@
ShaderGraph/DebugOutput.meta
ShaderGraph/DebugOutput/**
ShaderGraph/Testing/IntegrationTests/.Failed
TestProjects/*/ProjectSettings/ProjectVersion.txt
TestProjects/VisualEffectGraph_HDRP/GraphViz/

*/manifest-updater.py
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60 changes: 60 additions & 0 deletions Packages/com.unity.render-pipelines.core/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,66 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
Version Updated
The version number for this package has increased due to a version update of a related graphics package.

## [17.0.3] - 2025-02-13

This version is compatible with Unity 6000.0.39f1.

### Added
- helper functions to Render Graph.

### Changed
- Improved the Native Render Pass CPU performance by implementing a Render Pass pooling system (URP RG).
- Reworked the additional properties.
- Improved Render Graph warning message in URP when missing RecordRenderGraph implementation.
- Displayed subpass and attachment index on Render Graph Viewer.
- Added a new icon and tooltip if there are multiple usage details for a resource block on Render Graph Viewer.
- Fixed Render Graph Viewer being called before Render Graph execution and its resource deallocation.
- Added What's New in Unity 6 to SRP Core Package.

### Fixed
- Added messaging to the Rendering Debugger UI to make it clearer that GPU Resident Drawer settings do not work if GPU Resident Drawer is not enabled.
- GPU Resident Drawer: Changed BatchRendererGroup variants was not reinitializing the system.
- Improved the compiler logic that detects if the current render target is being used outside the current native render pass (e.g., when the pass is broken up by an unsafe pass), and determines the store action for this case. The fix now ensures that the `StoreAndResolve` action is used when the resource is read by an Unsafe Pass.
- Rendering Debugger - Keep the correct selected panel when entering and exiting from playmode.
- Removed "depth only surface" warning message appearing when using Game View Gizmos in URP RG.
- Render Graph Viewer: Fixed missing min height when resizing side panel vertical splitter.
- Render Graph Viewer: Fixed possible NullReferenceException when opening the project.
- Render Graph Viewer: Fixed side panel splitter state after returning from empty pass/resource filter.
- Render Graph Viewer: Fixed long resource name clipping issues in side panel.
- Render Graph Viewer: Fixed tooltip size bug and restructure tooltip messages.
- Fixed memory usage regression causing up to 150MB higher memory usage in URP player builds.
- Added missing user-facing text when inspecting volume profile when render pipeline has not been properly initialized yet.
- Game view background turn yellow after enable render graph.
- Fixed light.useViewFrustumForShadowCasterCull previously being ignored for shadow cascades. light.useViewFrustumForShadowCasterCull now works as expected.
- Fixed an exception thrown when Render Graph pass was missing its renderFunc but tried to compute its hash value.
- Fixed Render Graph Compiler logic bug where UnsafePass using MSAA texture could result in missing resolve surface errors.
- Fixed incorrect default source texture name for Render Graph blit util function.
- Fixed NullReferenceException when jumping to pass code from Render Graph Viewer.
- Fixed _FOVEATED_RENDERING_NON_UNIFORM_RASTER shader compilation errors.
- Fixed a null reference exception on the Graphics Settings stripper.
- Avoid that the same volume can be registered more than 1 time in the VolumeManager.
- Fixed crash caused by indirect argument buffer being one item too small.
- [GLES3] Fixed an issue where Blitter.GetBlitMaterial(TextureDimension.Tex2DArray) returns null.
- Fixed alignment of the columns on DebugUI.Foldouts.
- Fixed BlitTexture(RenderTargetIdentifier) to be affected by PostProcessing.
- Fixed errors that could happen when interacting with the Default Volume Profile context menu in Project Settings > Graphics.
- Fixed a numerical error of ComputeEdgeFactor(V1, V2) when two vectors are colinear.
- Fixed potential data corruption due to incorrect native render pass store action in NRP compiler.
- Added stencil flag to read-only depth logic in NRP compiler to avoid unintentional usage of depth read and stencil write states on some APIs.
- Added more error checking to `RenderGraph.ImportTexture` to prevent importing RenderTextures that have both color and depth.
An exception will now be thrown in this case.
- Fixed an issue when using multiple AddBlitPass would binds the _BlitTexture wrongly.
- Modified TextureDesc so it can now use GraphicsFormat to set the depthStencil format (TextureDesc.format). The TextureDesc.depthBufferBits and TextureDesc.colorFormat fields are now properties that call GraphicsFormatUtilities functions for backwards compatibility. The descriptor now unambiguously describes a single resource, either color or depth. Therefore, TextureHandle clearly represents a single resource.
- Modified RTHandle allocators so they can now use GraphicsFormat to set the depthStencil format (TextureDesc.format). The allocators take a single format for either color or depth stencil to avoid incorrectly creating depth instead of color or vice versa.
- Fixed a crash on DX12 due to invalid subpass flags passed by native render pass compiler.
- Fixed an issue where Lens Flare was not rendering properly in OpenGLES3.
- Fixed render graph incorrectly handling rendering to array slices and mipmaps other than 0 in some cases.
- Render Graph Viewer - Improved UI lock when searching on side panels.
- Render Graph Viewer - Padding corrected on burger menu on the side panels.
- Fixed missing STP shaders & visual artifacts when targeting GLCore renderer
- Rendering Debugger - Silent crash when selecting a Volume component with public RTHandles.
- Fixed a crash on leaking streaming scratch buffer differently sized into the current pool.

## [17.0.2] - 2024-04-02

This version is compatible with Unity 6000.0.0b15.
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Original file line number Diff line number Diff line change
Expand Up @@ -20,11 +20,13 @@
* [RTHandle fundamentals](rthandle-system-fundamentals.md)
* [Using the RTHandle system](rthandle-system-using.md)
* [Custom Material Inspector](custom-material-inspector.md)
* [Custom settings](settings.md)
* [Custom graphics settings](settings.md)
* [Adding properties in the menu](adding-properties.md)
* [Add custom graphics settings](add-custom-graphics-settings.md)
* [Add a settings group](add-custom-graphics-settings.md)
* [Add a setting](add-custom-graphics-setting.md)
* [Customize the UI of a setting](customize-ui-for-a-setting.md)
* [Get custom graphics settings](get-custom-graphics-settings.md)
* [Include or excude a setting in your build](choose-whether-unity-includes-a-graphics-setting-in-your-build.md)
* [Include or exclude a setting in your build](choose-whether-unity-includes-a-graphics-setting-in-your-build.md)
* [Shaders](shaders.md)
* [Use shader methods from the SRP Core shader library](built-in-shader-methods.md)
* [Synchronizing shader code and C#](generating-shader-includes.md)
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Original file line number Diff line number Diff line change
@@ -0,0 +1,60 @@
# Add a setting

Add a simple property or a reference property to a [custom graphics settings group](add-custom-graphics-settings.md). You can change the values of the setting in the Unity Editor while you're editing your project.

Unity serializes the graphics settings you add. For more information, refer to [Script serialization](xref:um-script-serialization).

**Note:** The value of a custom setting is static in a built project. You can't change the setting at runtime.

## Add a simple property

To add a simple property, add a field to your `IRenderPipelineGraphicsSettings` class using the `[SerializeField]` attribute. For example:

```c#
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]

// Create a new settings group by implementing the IRenderPipelineGraphicsSettings interface
public class MySettings : IRenderPipelineGraphicsSettings
{
// Add a private field for the version property
int internalVersion = 1;

// Implement the public version property
public int version => internalVersion;

// Add a float setting
[SerializeField]
private float mySetting = 1.0f;

// Add a Material reference property
[SerializeField]
public Material myMaterial;
}
```
![](Images/customsettings-addsetting.png)<br/>
The **Edit** > **Project Settings** > **Graphics** window with the new custom setting from the example script.

## Set the default asset for a reference property

To set a default asset for a [reference property](xref:um-editing-value-properties#references), for example a material, add a [`[ResourcePath]`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.ResourcePathAttribute.html) attribute. For example:

```c#
public class MySettings: IRenderPipelineGraphicsSettings
{
...
[SerializeField]
[ResourcePath('path-to-default-file')]
public Material myMaterial;
}
```

## Additional resources

- [SerializeField](xref:UnityEngine.SerializeField)
- [Reference properties](xref:EditingValueProperties#references)
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@@ -1,92 +1,57 @@
# Add custom graphics settings
# Add a settings group

You can add custom graphics settings to the **Edit** > **Project Settings** > **Graphics** window, then use the values of the settings to customize your build.
To add a custom graphics settings group to a Scriptable Render Pipeline, implement the `IRenderPipelineGraphicsSettings` interface.

You can change the values of settings while you're editing your project. Unity makes the values static when it builds your project, so you can't change them at runtime.
Follow these steps:

## Add a setting
1. Create a class that implements the `IRenderPipelineGraphicsSettings` interface, then add a `[Serializable]` attribute.

To add a setting, follow these steps:

1. Create a class that implements the `IRenderPipelineGraphicsSettings` interface, and add a `[Serializable]` attribute. This becomes a new settings group in the **Graphics** settings window.
2. To set which render pipeline the setting applies to, add a `[SupportedOnRenderPipeline]` attribute and pass in a `RenderPipelineAsset` type.
3. Add a property. This becomes a setting.
4. Implement the `version` field and set it to `0`. Unity doesn't currently use the `version` field, but you must implement it.

For example, the following script adds a setting called **My Value** in a settings group called **My Settings**, in the graphics settings for the Universal Render Pipeline (URP).
**Note:** If you don't add a `[SupportedOnRenderPipeline]` attribute, the setting applies to any Scriptable Render Pipeline. However each Scriptable Render Pipeline stores its own value for the setting.

3. Implement the `version` property. Unity doesn't currently use the `version` property, but you must implement it.

Unity adds the new settings group to the **Edit** > **Project Settings** > **Graphics** window.

For example, the following script adds a settings group called **My Settings** in the **Graphics** settings window of the Universal Render Pipeline (URP).

```c#
using System;
using UnityEngine;
using UnityEngine.Rendering;
using System;
using UnityEngine.Rendering.Universal;

[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]

// Create a new settings group by implementing the IRenderPipelineGraphicsSettings interface
public class MySettings : IRenderPipelineGraphicsSettings
{
// Implement the version field
public int version => 0;
// Add a private field for the version property
int internalVersion = 1;

// Implement the public version property
public int version => internalVersion;

// Create a new setting and set its default value to 100.
public int myValue = 100;
}
```

## Add a reference property

[Reference properties](https://docs.unity3d.com/2023.3/Documentation/Manual/EditingValueProperties.html#references) take compatible project assets or GameObjects in the scene as inputs.
![](Images/customsettings-settingsgroup.png)<br/>
The **Edit** > **Project Settings** > **Graphics** window with the new custom settings group from the example script.

To add a reference property, follow these steps:
## Change the display order of settings groups

1. Create a class that implements the `IRenderPipelineResources` interface. This becomes a new settings group in the Graphics Settings window.
2. Add a property. This becomes a reference property.
3. Implement the `version` field and set it to `0`. Unity doesn't currently use the `version` field, but you must implement it.

For example, the following script adds a reference property called **My Material** that references a material.
To change where a settings group appears, use the `[UnityEngine.Categorization.CategoryInfo]` attribute. For example, the following code gives the settings group the name **My Settings** and moves the group to the top of the graphics settings window.

```c#
using UnityEngine;
using UnityEngine.Rendering;
using System;

[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]

// Create a new reference property group by implementing the IRenderPipelineResources interface
public class MySettings: IRenderPipelineResources
[UnityEngine.Categorization.CategoryInfo(Name = "My Settings", Order = 0)]
public class MySettings : IRenderPipelineGraphicsSettings
{
// Implement the version field
public int version => 0;

// Create a new reference property that references a material
[SerializeField] public Material myMaterial;
...
}
```

To set a default asset, use a [`[ResourcePath]`](https://docs.unity3d.com/2023.3/Documentation/ScriptReference/Rendering.ResourcePathAttribute.html) attribute above the reference property. For example, in the example, add the following line above `public Material myMaterial`.

```c#
[ResourcePath('path-to-default-file')]
```

## Change the name and layout of a settings group

To change the name of a settings group in the **Graphics** settings window, follow these steps:

1. Add `using System.ComponentModel` to your script.
2. Add a `[Category]` attribute to your script. For example, `[Category("My Category")]`.

You can also use the [PropertyDrawer](https://docs.unity3d.com/ScriptReference/PropertyDrawer.html) API to further customize the layout of custom settings.

## Set which render pipeline a setting applies to

To set which render pipeline a setting applies to, use the `[SupportedOnRenderPipeline]` attribute and pass in a `RenderPipelineAsset` type.

For example, if your project uses the Universal Rendering Pipeline (URP) and you want your setting to appear only in the **URP** tab of the **Graphics** settings window, use the following code:

```c#
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
```
## Additional resources

- [Add a setting](add-custom-graphics-setting.md)
Original file line number Diff line number Diff line change
@@ -1,31 +1,35 @@
# Include or exclude a setting in your build

By default, Unity doesn't include a setting ("strips" the setting) in your built project. For example, if you create a custom reference property where you set a shader asset, Unity doesn't include that property in your build.
By default, Unity doesn't include a setting ("strips" the setting) in your built project to optimize performance and reduce build size. For example, if you create a custom reference property that points to a shader asset, by default Unity doesn't include that property in your build.

You can choose to include a setting in your build instead. You can then get the value of the setting at runtime. The value is read-only.
You can choose to include a setting in your build instead. The value of the property is read-only at runtime.

## Include a setting in your build

To include a setting in your build by default, set the `IsAvailableInPlayerBuild` property of your [settings class](add-custom-graphics-settings.md) to `true`.
To include a setting in your build by default, set the `IsAvailableInPlayerBuild` property of your [settings group class](add-custom-graphics-settings.md) to `true`.

For example, add the following line:
For example:

```c#
public bool IsAvailableInPlayerBuild => true;
public class MySettings: IRenderPipelineGraphicsSettingsStripper
{
...
// Make settings in this class available in your build
public bool IsAvailableInPlayerBuild => true;
}
```

## Create your own stripping code

You can override the `IsAvailableInPlayerBuild` property by implementing the `IRenderPipelineGraphicsSettingsStripper` interface, and writing code that conditionally strips or keeps the setting.
To conditionally control whether Unity includes or excludes a setting in your build, override the `IsAvailableInPlayerBuild` property by implementing the `IRenderPipelineGraphicsSettingsStripper` interface.

Follow these steps:

1. Create a class that implements the `IRenderPipelineGraphicsSettingsStripper` interface, and pass in your [settings class](add-custom-graphics-settings.md).
2. Implement the `active` property. If you set `active` to `false`, the code in the class doesn't run.
3. Implement the `CanRemoveSettings` method with your own code that decides whether to include the setting.
4. In your code, return either `true` or `false` to strip or keep the setting.
3. Implement the `CanRemoveSettings` method with your own code that decides whether to include the setting. Return `true` to strip the setting, or `false` to include the setting.

For example, in the following code, the `CanRemoveSettings` method returns `true` and strips the setting if the value of the setting is larger than 100.
For example:

```c#
using UnityEngine;
Expand All @@ -41,8 +45,8 @@ class SettingsStripper : IRenderPipelineGraphicsSettingsStripper<MySettings>
// Implement the CanRemoveSettings method with our own code
public bool CanRemoveSettings(MySettings settings)
{
// Strip the setting (return true) if the value is larger than 100
return settings.myValue > 100;
// Strip the setting (return true) if useMyFeature is false
return !settings.useMyFeature;
}
}
```
Expand All @@ -55,8 +59,9 @@ You can check if a setting exists at runtime. A setting might not exist at runti

- Unity didn't include the setting in your build.
- The current pipeline doesn't support the setting.
- The setting is in an assembly that Unity doesn't include in your build. Refer to [Organizing scripts into assemblies](xref:um-script-compilation-assembly-definition-files) for more information.

Use `TryGetRenderPipelineSettings` to check if the setting exists. `TryGetRenderPipelineSettings` puts the setting in an `out` variable if it exists. Otherwise it returns `false`.
To check if the setting exists, use the `TryGetRenderPipelineSettings` API. `TryGetRenderPipelineSettings` puts the setting in an `out` variable if the setting exists. Otherwise it returns `false`.

For example, the following code checks whether a settings group called `MySettings` exists at runtime:

Expand All @@ -65,3 +70,7 @@ if (GraphicsSettings.TryGetRenderPipelineSettings<MySettings>(out var mySetting)
Debug.Log("The setting is in the build and its value is {mySetting.myValue}");
}
```

## Additional resources

- [Organizing scripts into assemblies](xref:um-script-compilation-assembly-definition-files)
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