diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
index 1f9c4d3077e..34c8bac6f15 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
@@ -39,8 +39,11 @@ To make a Light work with the **Animation window**, when you click on the **Add
-| **- Flare Tint** | Controls the tint of the flare of the celestial body. |
-| **- Flare Multiplier** | Multiplier applied on the flare intensity. |
+| **Property** | **Description** |
+| ---------------- | ------------------------------------------------------------ |
+| **Flare Tint** | Controls the tint of the flare of the celestial body. |
+| **Flare Multiplier** | Multiplier applied on the flare intensity. |
+
HDRP allows you to use a RenderTexture as a light cookie. However, for the sake of performance, if you make any changes to the RenderTexture, HDRP doesn't automatically update the cookie atlas. To notify the system that the RenderTexture content has changed and so make the system upload the change to the cookie atlas, call `IncrementUpdateCount()` on the RenderTexture. If you don't do this, the system doesn't update the cookie.
## Preset
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md
index 21c36ef1f83..478d6841c6c 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md
@@ -4,9 +4,9 @@ The Visual Environment Volume component override specifies the **Sky Type** that
## Using the Visual Environment
-The **Visual Environment** uses the [Volume](Volumes.md) framework, so to enable and modify **Visual Environment** properties, you must add a **Visual Environment** override to a [Volume](Volumes.md) in your Scene.
+The **Visual Environment** uses the [Volume](volume-component.md) framework, so to enable and modify **Visual Environment** properties, you must add a **Visual Environment** override to a [Volume](volume-component.md) in your Scene.
-The **Visual Environment** override comes as default when you create a **Scene Settings** GameObject (Menu: **GameObject** > **Volumes** > **Sky and Fog Global Volume**). You can also manually add a **Visual Environment** override to any [Volume](Volumes.md). To manually add **Visual Environment** to a Volume:
+The **Visual Environment** override comes as default when you create a **Scene Settings** GameObject (Menu: **GameObject** > **Volumes** > **Sky and Fog Global Volume**). You can also manually add a **Visual Environment** override to any [Volume](volume-component.md). To manually add **Visual Environment** to a Volume:
1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
2. In the Inspector, go to **Add Override** and select **Visual Environment**.
@@ -25,8 +25,8 @@ You can use the **Visual Environment** override to control the sky and fog for t
| **Property** | **Description** |
| ---------------- | ------------------------------------------------------------ |
-| **Sky Type** | Use the drop-down to select the type of sky that HDRP renders when this Volume affects a Camera. This list automatically updates when you [create a custom Sky](Creating-a-custom-sky).
• **None**: HDRP doesn't render a sky for Cameras in this Volume.
• [Gradient Sky](Override-Gradient-Sky.md): Renders the top, middle, and bottom sections of the sky using three separate color zones. HDRP controls the size of these color zones using the Gradient Sky’s **Gradient Diffusion** property.
• [HDRI Sky](Override-HDRI-Sky.md): Uses a cubemap texture to represent the entire sky.
• [Physically Based Sky](Override-Physically-Based-Sky.md): Simulates the sky of a spherical planet with a two-part atmosphere which has an exponentially decreasing density with respect to its altitude.
• [Procedural Sky](Override-Procedural-Sky.md): Generates a sky based on properties such as, **Sky Tint**, **Ground Color**, and **Sun Size**. HDRP deprecated **Procedural Sky** in 2019.3 and replaced it with **Physically Based Sky**. To use Procedural Sky for HDRP Projects in Unity 2019.3 or later, follow the instructions on the [Upgrading from 2019.2 to 2019.3 guide](Upgrading-From-2019.2-to-2019.3.md#ProceduralSky).
Note: If you select any option that's not **None**, make sure the respective sky [Volume override](Volume-Components.md) exists in a Volume in you Scene. For example, if you select **Gradient Sky**, your Scene must contain a Volume with a [Gradient Sky](Override-Gradient-Sky.md) override. |
-| **Background Clouds** | Use the drop-down to select the type of clouds that HDRP renders when this Volume affects a Camera. The options are:
• **None**: Doesn't render any clouds.
• **Cloud Layer**: Renders clouds using the [Cloud Layer system](Override-Cloud-Layer.md).
This list automatically updates when you [create custom clouds](Creating-Custom-Clouds.md).
For more information, refer to the [clouds in HDRP documentation](Clouds-In-HDRP.md). |
+| **Sky Type** | Use the drop-down to select the type of sky that HDRP renders when this Volume affects a Camera. This list automatically updates when you [create a custom Sky](create-a-custom-sky.md).
• **None**: HDRP doesn't render a sky for Cameras in this Volume.
• [Gradient Sky](gradient-sky-volume-override-reference.md): Renders the top, middle, and bottom sections of the sky using three separate color zones. HDRP controls the size of these color zones using the Gradient Sky’s **Gradient Diffusion** property.
• [HDRI Sky](hdri-sky-volume-override-reference.md): Uses a cubemap texture to represent the entire sky.
• [Physically Based Sky](physically-based-sky-volume-override-reference.md): Simulates the sky of a spherical planet with a two-part atmosphere which has an exponentially decreasing density with respect to its altitude.
• Procedural Sky: Generates a sky based on properties such as, **Sky Tint**, **Ground Color**, and **Sun Size**. HDRP deprecated **Procedural Sky** in 2019.3 and replaced it with **Physically Based Sky**. To use Procedural Sky for HDRP Projects in Unity 2019.3 or later, follow the instructions on the [Upgrading from 2019.2 to 2019.3 guide](Upgrading-From-2019.2-to-2019.3.md#ProceduralSky).
Note: If you select any option that's not **None**, make sure the respective sky [Volume override](volume-component.md) exists in a Volume in you Scene. For example, if you select **Gradient Sky**, your Scene must contain a Volume with a [Gradient Sky](gradient-sky-volume-override-reference.md) override. |
+| **Background Clouds** | Use the drop-down to select the type of clouds that HDRP renders when this Volume affects a Camera. The options are:
• **None**: Doesn't render any clouds.
• **Cloud Layer**: Renders clouds using the [Cloud Layer system](cloud-layer-volume-override-reference.md).
This list automatically updates when you [create custom clouds](create-custom-cloud-effects.md).
For more information, refer to the [clouds in HDRP documentation](clouds.md). |
| **Ambient Mode** | Use the drop-down to select the mode this Volume uses to process ambient light.
• **Static**: Ambient light comes from the baked sky assigned to the **Static Lighting Sky** property in the Lighting window. This light affects both real-time and baked global illumination. For information on how to set up environment lighting, see the [Environment Lighting documentation](Environment-Lighting.md#lighting-environment).
• **Dynamic**: Ambient light comes from the sky that you set in the **Sky** > **Type** property of this override. This means that ambient light can change in real time depending on the current Volume affecting the Camera. If you use baked global illumination, changes to the environment lighting only affect GameObjects exclusively lit using Ambient Probes. If you use real-time global illumination, changes to the environment lighting affect both lightmaps and Ambient Probes. |
### Planet
@@ -54,6 +54,6 @@ After you have set your **Sky Type**, if you want to override the default settin
* To disable the override, disable the checkbox to the left of the **Procedural Sky** title .
* To remove the override, click the drop-down menu to the right of the title and select **Remove** .
-On the [Gradient Sky](Override-Gradient-Sky.md) override itself, you can enable the checkboxes next to each property to override the property with your own values. For example, enable the checkbox next to the **Middle** property and use the color picker to change the color to pink.
+On the [Gradient Sky](gradient-sky-volume-override-reference.md) override itself, you can enable the checkboxes next to each property to override the property with your own values. For example, enable the checkbox next to the **Middle** property and use the color picker to change the color to pink.

diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
index d1fb561e8fa..1b8a20ce70c 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
@@ -323,12 +323,7 @@ SHADOW_TYPE EvaluateShadow_Directional( LightLoopContext lightLoopContext, Posit
}
else if (shadowSplitIndex == int(_CascadeShadowCount) - 1)
{
- // float fade = lightLoopContext.shadowContext.fade;
- float3 camToPixel = posInput.positionWS - GetPrimaryCameraPosition();
- float distanceCamToPixel2 = dot(camToPixel, camToPixel);
-
- HDDirectionalShadowData dsd = lightLoopContext.shadowContext.directionalShadowData;
- float fade = saturate(distanceCamToPixel2 * dsd.fadeScale + dsd.fadeBias);
+ float fade = lightLoopContext.shadowContext.fade;
// In the transition code (both dithering and blend) we use shadow = lerp( shadow, 1.0, fade ) for last transition
// mean if we expend the code we have (shadow * (1 - fade) + fade). Here to make transition with shadow mask
// we will remove fade and add fade * shadowMask which mean we do a lerp with shadow mask
@@ -336,7 +331,20 @@ SHADOW_TYPE EvaluateShadow_Directional( LightLoopContext lightLoopContext, Posit
}
// See comment in EvaluateBSDF_Punctual
- shadow = light.nonLightMappedOnly ? min(shadowMask, shadow) : shadow;
+ if (light.nonLightMappedOnly)
+ {
+ shadow = min(shadowMask, shadow);
+ }
+ else
+ {
+ // Use shadowmask when shadow value cannot be retrieved due to shadow caster culling.
+ float3 camToPixel = posInput.positionWS - GetPrimaryCameraPosition();
+ float distanceCamToPixel2 = dot(camToPixel, camToPixel);
+
+ HDDirectionalShadowData dsd = lightLoopContext.shadowContext.directionalShadowData;
+ float alpha = saturate(distanceCamToPixel2 * dsd.fadeScale + dsd.fadeBias);
+ shadow = min(shadow, lerp(1.0, shadowMask, alpha * alpha));
+ }
#endif
shadow = lerp(shadowMask.SHADOW_TYPE_REPLICATE, shadow, light.shadowDimmer);
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl
index 463123a68dc..305b47e6e3f 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl
@@ -1791,7 +1791,7 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput,
//
// Note that the SSR with clear coat is a binary state, which means we should never enter the if condition if we don't have an active
// clear coat (which is not guaranteed by the HasFlag condition in deferred mode in some cases). We then need to make sure that coatMask is actually non zero.
- if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) && bsdfData.coatMask > 0.0)
+ if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) && bsdfData.coatMask >= 0.0)
{
// We use the coat-traced light according to how similar the base lobe roughness is to the coat roughness
// (we can assume the coat is always smoother):
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl
index 927cc824083..db328645671 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl
@@ -152,8 +152,10 @@ void GetSurfaceAndBuiltinData(inout FragInputs input, float3 V, inout PositionIn
GENERIC_ALPHA_TEST(hole, 0.5);
#endif
+#ifndef EDITOR_VISUALIZATION
// terrain lightmap uvs are always taken from uv0
input.texCoord1 = input.texCoord2 = input.texCoord0;
+#endif
TerrainLitSurfaceData terrainLitSurfaceData;
InitializeTerrainLitSurfaceData(terrainLitSurfaceData);
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Core/LineRendering.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Core/LineRendering.cs
index 80cfc28fea0..abbfedf47e6 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Core/LineRendering.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Core/LineRendering.cs
@@ -101,6 +101,9 @@ internal void Cleanup()
CleanupShadingAtlas();
+ m_ShaderVariablesBuffer?.Release();
+ m_ShaderVariablesBuffer = null;
+
m_IsInitialized = false;
}
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs
index 9e6546536f8..b90c808824a 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs
@@ -720,7 +720,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
UpdateCameraHistory(cameraData);
// Gather render pass input requirements
- RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled);
+ RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled, cameraData.isSceneViewCamera);
// Gather render pass require rendering layers event and mask size
bool requiresRenderingLayer = RenderingLayerUtils.RequireRenderingLayers(this, rendererFeatures,
@@ -753,11 +753,6 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
if (renderingLayerProvidesByDepthNormalPass)
renderPassInputs.requiresNormalsTexture = true;
-#if UNITY_EDITOR
- if (ProbeReferenceVolume.instance.IsProbeSamplingDebugEnabled())
- renderPassInputs.requiresNormalsTexture = true;
-#endif
-
// TODO: investigate the order of call, had to change because of requiresRenderingLayer
if (m_DeferredLights != null)
{
@@ -1719,7 +1714,7 @@ private struct RenderPassInputSummary
internal RenderPassEvent requiresDepthTextureEarliestEvent;
}
- private RenderPassInputSummary GetRenderPassInputs(bool isTemporalAAEnabled, bool postProcessingEnabled)
+ private RenderPassInputSummary GetRenderPassInputs(bool isTemporalAAEnabled, bool postProcessingEnabled, bool isSceneViewCamera)
{
RenderPassInputSummary inputSummary = new RenderPassInputSummary();
inputSummary.requiresDepthNormalAtEvent = RenderPassEvent.BeforeRenderingOpaques;
@@ -1774,7 +1769,10 @@ private RenderPassInputSummary GetRenderPassInputs(bool isTemporalAAEnabled, boo
inputSummary.requiresDepthTextureEarliestEvent = (RenderPassEvent)Mathf.Min((int)m_MotionVectorPass.renderPassEvent, (int)inputSummary.requiresDepthTextureEarliestEvent);
}
-
+#if UNITY_EDITOR
+ if (ProbeReferenceVolume.instance.IsProbeSamplingDebugEnabled() && isSceneViewCamera)
+ inputSummary.requiresNormalsTexture = true;
+#endif
return inputSummary;
}
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs
index 24e648c04b5..8e2c3b4c9db 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs
@@ -424,7 +424,7 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera
// Gather render pass history requests and update history textures.
UpdateCameraHistory(cameraData);
- RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled);
+ RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled, cameraData.isSceneViewCamera);
// Enable depth normal prepass if it's needed by rendering layers
if (m_RenderingLayerProvidesByDepthNormalPass)
@@ -1137,16 +1137,11 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.BeforeRenderingPrePasses);
- RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled);
+ RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled, cameraData.isSceneViewCamera);
if (m_RenderingLayerProvidesByDepthNormalPass)
renderPassInputs.requiresNormalsTexture = true;
-#if UNITY_EDITOR
- if (ProbeReferenceVolume.instance.IsProbeSamplingDebugEnabled() && cameraData.isSceneViewCamera)
- renderPassInputs.requiresNormalsTexture = true;
-#endif
-
bool isDeferred = this.renderingModeActual == RenderingMode.Deferred;
bool requiresDepthPrepass = RequireDepthPrepass(cameraData, ref renderPassInputs);
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader
index ae87a2594a4..125ba50407e 100644
--- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader
+++ b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader
@@ -126,6 +126,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default"
#pragma vertex UnlitVertex
#pragma fragment UnlitFragment
+ #pragma multi_compile _ SKINNED_SPRITE
#pragma multi_compile_fragment _ DEBUG_DISPLAY
struct Attributes
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md b/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md
index e8c394b5b7e..033b41fd202 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md
@@ -8,7 +8,7 @@
* [14 / Unity 2022.2](whats-new-14.md)
* [15 / Unity 2023.1](whats-new-15.md)
* [16 / Unity 2023.2](whats-new-16.md)
- * [17 / Unity 2023.3](whats-new-17.md)
+ * [17 / Unity 6](whats-new-17.md)
* [Getting Started](GettingStarted.md)
* [Visual Effect Graph Assets](VisualEffectGraphAsset.md)
* [Visual Effect Graph Window](VisualEffectGraphWindow.md)
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-17.md b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-17.md
index 0962bc77e8a..36b77d0ca38 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-17.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-17.md
@@ -1,10 +1,10 @@
-# What's new in version 17 / Unity 2023.3
+# What's new in version 17 / Unity 6
-This page contains an overview of new features, improvements, and issues resolved in version 17 of the Visual Effect Graph, embedded in Unity 2023.3.
+This page contains an overview of new features, improvements, and issues resolved in version 17 of the Visual Effect Graph, embedded in Unity 6.
## Added
-The following is a list of features Unity added to version 17 of the Visual Effect Graph embedded in Unity 2023.3. Each entry includes a summary of the feature and a link to any relevant documentation.
+The following is a list of features Unity added to version 17 of the Visual Effect Graph embedded in Unity 6. Each entry includes a summary of the feature and a link to any relevant documentation.
### URP Camera Buffer
@@ -59,7 +59,7 @@ The [Shortcut Manager](https://docs.unity3d.com/2023.3/Documentation/Manual/Shor
-The following is a list of improvements Unity made to the Visual Effect Graph in version 17, embedded in Unity 2023.3. Each entry includes a summary of the improvement and, if relevant, a link to any documentation.
+The following is a list of improvements Unity made to the Visual Effect Graph in version 17, embedded in Unity 6. Each entry includes a summary of the improvement and, if relevant, a link to any documentation.
### Collider Shape Blocks:
[Collider blocks](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.0/manual/Block-CollideWithSphere.html) have been combined so that you can easily switch between shapes. Several options have been added, and stability and accuracy have been greatly improved.
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/whats-new.md b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new.md
index 1a57ea4d3eb..a0d9952e6f9 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/whats-new.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new.md
@@ -11,5 +11,5 @@ The list of pages is as follows:
- [14 / Unity 2022.2](whats-new-14.md)
- [15 / Unity 2023.1](whats-new-15.md)
- [16 / Unity 2023.2](whats-new-16.md)
-- [17 / Unity 2023.3](whats-new-17.md)
+- [17 / Unity 6](whats-new-17.md)
diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2324_Shadow_Mask_Directional_Blending.lighting b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2324_Shadow_Mask_Directional_Blending.lighting
new file mode 100644
index 00000000000..080f3773f3a
--- /dev/null
+++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2324_Shadow_Mask_Directional_Blending.lighting
@@ -0,0 +1,66 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!850595691 &4890085278179872738
+LightingSettings:
+ m_ObjectHideFlags: 0
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+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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+ serializedVersion: 6
+ m_GIWorkflowMode: 1
+ m_EnableBakedLightmaps: 1
+ m_EnableRealtimeLightmaps: 0
+ m_RealtimeEnvironmentLighting: 1
+ m_BounceScale: 1
+ m_AlbedoBoost: 1
+ m_IndirectOutputScale: 1
+ m_UsingShadowmask: 1
+ m_BakeBackend: 1
+ m_LightmapMaxSize: 1024
+ m_BakeResolution: 30
+ m_Padding: 2
+ m_LightmapCompression: 3
+ m_AO: 0
+ m_AOMaxDistance: 1
+ m_CompAOExponent: 1
+ m_CompAOExponentDirect: 0
+ m_ExtractAO: 0
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+ m_LightmapsBakeMode: 1
+ m_FilterMode: 1
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+ m_ExportTrainingData: 0
+ m_TrainingDataDestination: TrainingData
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+ m_FinalGather: 0
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+ m_FinalGatherFiltering: 1
+ m_PVRCulling: 1
+ m_PVRSampling: 1
+ m_PVRDirectSampleCount: 16
+ m_PVRSampleCount: 128
+ m_PVREnvironmentSampleCount: 128
+ m_PVREnvironmentReferencePointCount: 2048
+ m_LightProbeSampleCountMultiplier: 4
+ m_PVRBounces: 2
+ m_PVRMinBounces: 2
+ m_PVREnvironmentImportanceSampling: 0
+ m_PVRFilteringMode: 2
+ m_PVRDenoiserTypeDirect: 0
+ m_PVRDenoiserTypeIndirect: 0
+ m_PVRDenoiserTypeAO: 1
+ m_PVRFilterTypeDirect: 0
+ m_PVRFilterTypeIndirect: 0
+ m_PVRFilterTypeAO: 0
+ m_PVRFilteringGaussRadiusDirect: 1
+ m_PVRFilteringGaussRadiusIndirect: 5
+ m_PVRFilteringGaussRadiusAO: 2
+ m_PVRFilteringAtrousPositionSigmaDirect: 0.5
+ m_PVRFilteringAtrousPositionSigmaIndirect: 2
+ m_PVRFilteringAtrousPositionSigmaAO: 1
+ m_PVRTiledBaking: 0
+ m_NumRaysToShootPerTexel: -1
+ m_RespectSceneVisibilityWhenBakingGI: 0
diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2324_Shadow_Mask_Directional_Blending.lighting.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2324_Shadow_Mask_Directional_Blending.lighting.meta
new file mode 100644
index 00000000000..b8136871cea
--- /dev/null
+++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2324_Shadow_Mask_Directional_Blending.lighting.meta
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diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2324_Shadow_Mask_Directional_Blending.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2324_Shadow_Mask_Directional_Blending.meta
new file mode 100644
index 00000000000..6c3d557b1fa
--- /dev/null
+++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2324_Shadow_Mask_Directional_Blending.meta
@@ -0,0 +1,8 @@
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diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2324_Shadow_Mask_Directional_Blending.unity.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2324_Shadow_Mask_Directional_Blending.unity.meta
new file mode 100644
index 00000000000..bbd25169bc5
--- /dev/null
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