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DS16xDS8xAtlasDS16xAtlas=MultiScaleVORender_interleavedGMultiScaleVORender_MSAA_interleaved%gInvThicknessTable%gSampleWeightTable%gInvSliceDimension!AdditionalParamsDepthTexOcclusion;MultiScaleVOUpSample_blendout)MultiScaleVOUpSample7MultiScaleVOUpSample_invertEMultiScaleVOUpSample_MSAA_blendout3MultiScaleVOUpSample_MSAAAMultiScaleVOUpSample_MSAA_invert!InvLowResolution#InvHighResolutionLoResDBHiResDBLoResAO1HiResAOAoResult#Ambient Occlusion#APPLY_FORWARD_FOG1Ambient Occlusion Render7Ambient Occlusion Composite1Screen-space Reflections_SSRGaussianMip KMain_Result_AreaTex_SearchTexCSubpixelMorphologicalAntialiasing_BlendTexGTemporal Anti-aliasing History id # for eye )TemporalAntialiasingVIGNETTEGammaHistogramKHistogramClear!KHistogramGather_Params#COLOR_GRADING_HDRAUTO_EXPOSURELightMeterVectorscope#KVectorscopeClear%_VectorscopeBuffer%KVectorscopeGatherWaveformKWaveformClear_WaveformBufferKWaveformGather;Post-processing Debug Overlay)Debug Overlay TargetMonitorsSOURCE_GBUFFER5Deferred Ambient Occlusion7Opaque Only Post-processingPost-processingWhen used with builtin render pipeline, Postprocessing package expects to be used on a fullscreen Camera. Please note that using Camera viewport may result in visual artefacts or some things not working.VolumeBlendingOpaqueOnly1UNITY_SINGLE_PASS_STEREOBeforeStackAfterStack3STEREO_INSTANCING_ENABLEDBuiltinStackFINALPASSFinalPass FXAAFXAA_LOWFXAA_KEEP_ALPHAFXAA_NO_ALPHA layerQuick VolumeEEffect already exists in the stackGEffect doesn't exist in the profileLogHistogram%KEyeHistogramClearKEyeHistogram)Invalid shader ({0})#PostProcess - {0}White Texture!White Texture 3DBlack Texture!Black Texture 3D'Transparent Texture-Transparent Texture 3DStrip Lut'Fullscreen Triangle+PostProcess - CopyStdGPostProcess - CopyStdFromDoubleWide%PostProcess - Copy=PostProcess - CopyFromTexArray1STEREO_DOUBLEWIDE_TARGET_MainTex_Jitter_Sharpness+_FinalBlendParameters_HistoryTex_SMAA_Flip_SMAA_Flop_AOParams_AOColor%_OcclusionTexture1%_OcclusionTexture2'_SAOcclusionTexture)_MSVOcclusionTextureDepthCopyLinearDepthLowDepth1LowDepth2LowDepth3LowDepth4TiledDepth1TiledDepth2TiledDepth3TiledDepth4Occlusion1Occlusion2Occlusion3Occlusion4Combined1Combined2Combined3_SSRResolveTemp _Noise _Test_Resolve_History_ViewMatrix%_InverseViewMatrix9_ScreenSpaceProjectionMatrix_FogColor_FogParams_VelocityScale_MaxBlurRadius#_RcpMaxBlurRadius_VelocityTex_Tile2RT_Tile4RT_Tile8RT_TileMaxOffs_TileMaxLoop_TileVRT_NeighborMaxTex_LoopCount#_DepthOfFieldTemp!_DepthOfFieldTex_Distance_LensCoeff_MaxCoC_RcpMaxCoC_RcpAspect_CoCTex_TaaParams!_AutoExposureTex_BloomTex_SampleScale_Threshold_ColorIntensity_Bloom_DirtTex_Bloom_Settings_Bloom_Color+_Bloom_DirtTileOffset7_ChromaticAberration_AmountA_ChromaticAberration_SpectralLut/_Distortion_CenterScale%_Distortion_Amount _Lut2D _Lut3D_Lut3D_Params_Lut2D_Params#_UserLut2D_Params_PostExposure_Brightness_Vignette_Color!_Vignette_Center%_Vignette_Settings_Vignette_Mask#_Vignette_Opacity_Vignette_Mode_Grain_Params1_Grain_Params2_GrainTex _Phase!_NoiseParameters_LumaInAlpha_DitheringTex#_Dithering_Coords _From_To_Interp_TargetColor#_HalfResFinalCopy_WaveformSource5_RenderViewportScaleFactor_UVTransform_DepthSlice_UVScaleOffset_PosScaleOffset_TargetPool9Texture format not supportedKTexture3DLerp%_DimensionsAndLerp+KTexture3DLerpToColorQѓC     $    @0<@D @L@T\`@lt@|@@@@@ ]uUa H %   Q  ] ]A 4E ]] y I MEE     M   MU Ya MY M EE 7%I   U Y] Ua Uei a       UYei Y ]  ]a }      ]a \aUEMIu UUUuuu`UuU]UU Eu uuuuuu`eiuu Y Eu uuuuuuaeiy y (]} } y}} EE!yy Iei EE q q ]]ei ei  UU Iyy ei   y      ee uYMeieY M    M    M ]]]IeYei IeYei  ei IeiI%IqMyYei    y YY a y ei a y  Y A   A    EeiEEEei MUei  tUD UeiMUei MUei    uUuU  ]a a%% %  I0 P A aYi8  ia             +I YY@  !  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Q}         y%yI I}y }E  EE E EE EyM eiEyMei  E %(ee  ee (% %0z\V4 !<  }#:<DZ@tD=Wz>>@=<%H $( ,4<@EE$q\`dh]ltx 0`YA D<P0AI4  8 H9 %(\t <YTd d D  %Yy aDqX$ 9= %9E )M q=Q% yE4  ( (%(( %D)M,Q% %H %  \ \ 4   qy} yyy   E\y \y 0 ` Iy I UA  A  u IAYeY IA IAeY Iu  IeYu I \I E   A E\ E\ E   ]] U  uU uu U UU u   aa    D D < i 0 0  IY  HH H H H EE HA\ \Y0( (% D H\ AI H\ \ \  \ \0\T Pd dP d d D d d d P PA d ddA D% DD000 A A I Y Y `     8 8         0 y Iy Ey  X Xu  ]]              U\==9 A<\  E E  )qMq=E` IYUYIYUYUYIYUYYUYIYYeiIYYUeiIYYeiIYYEIYYIYYIYYYeiIYYYei IYY IYYEAXdP Q A\ Q% Q%%!uu     ya Ey aaa aa]    %(  ( (%( D   l U Q%(((E((D(<((0((H(9T(A(I(Y(y(`( ((8( (((X( (((EqM=Ey(U(TWrapNonExceptionThrowsQLUse PropertySheet.Get(Shader) with a direct reference to the Shader instead.VQUnityEngine.Rendering.PostProcessing.RuntimeUtilities+d__83`1The ambient occlusion method to use. "Multi Scale Volumetric Obscurance" is higher quality and faster on desktop & console platforms but requires compute shader support. @[VThe degree of darkness added by ambient occlusion. Higher values produce darker areas.MHThe custom color to use for the ambient occlusion. The default is black.Check this box to mark this Volume as to only affect ambient lighting. This mode is only available with the Deferred rendering path and HDR rendering. Objects rendered with the Forward rendering path won't get any ambient occlusion.   @ ? A}This modifies the thickness of occluders. It increases the size of dark areas and also introduces a dark halo around objects. ?D?Modifies the influence of direct lighting on ambient occlusion.JEThe radius of sample points. This affects the size of darkened areas.The number of sample points. This affects both quality and performance. For "Lowest", "Low", and "Medium", passes are downsampled. For "High" and "Ultra", they are not and therefore you should only "High" and "Ultra" on high-end hardware. ?B Filtering (%)Filters the bright and dark parts of the histogram when computing the average luminance. This is to avoid very dark pixels and very bright pixels from contributing to the auto exposure. Unit is in percent. A Minimum (EV)IDMinimum average luminance to consider for auto exposure. Unit is EV. Maximum (EV)IDMaximum average luminance to consider for auto exposure. Unit is EV.Exposure Compensation83Use this to scale the global exposure of the scene. TypeWRUse "Progressive" if you want auto exposure to be animated. Use "Fixed" otherwise.94Adaptation speed from a dark to a light environment.94Adaptation speed from a light to a dark environment.snStrength of the bloom filter. Values higher than 1 will make bloom contribute more energy to the final render.PKFilters out pixels under this level of brightness. Value is in gamma-space.mhMakes transitions between under/over-threshold gradual. 0 for a hard threshold, 1 for a soft threshold).HCClamps pixels to control the bloom amount. Value is in gamma-space.Changes the extent of veiling effects. For maximum quality, use integer values. Because this value changes the internal iteration count, You should not animating it as it may introduce issues with the perceived radius. ?}xDistorts the bloom to give an anamorphic look. Negative values distort vertically, positive values distort horizontally.% Global tint of the bloom filter.mobileOptimizedBoost performance by lowering the effect quality. This settings is meant to be used on mobile and other low-end platforms but can also provide a nice performance boost on desktops and consoles.KFThe lens dirt texture used to add smudges or dust to the bloom effect. Texture)$The intensity of the lens dirtiness. Intensity-(Shifts the hue of chromatic aberrations.% Amount of tangential distortion.Boost performances by lowering the effect quality. This settings is meant to be used on mobile and other low-end platforms but can also provide a nice performance boost on desktops and consoles. Mode("Select a color grading mode that fits your dynamic range and workflow. Use HDR if your camera is set to render in HDR and your target platform supports it. Use LDR for low-end mobiles or devices that don't support HDR. Use External if you prefer authoring a Log LUT in an external software.Lookup Texture% A custom 3D log-encoded texture.SNSelect a tonemapping algorithm to use at the end of the color grading process. Toe StrengthAffects the transition between the toe and the mid section of the curve. A value of 0 means no toe, a value of 1 means a very hard transition. Toe LengthAffects how much of the dynamic range is in the toe. With a small value, the toe will be very short and quickly transition into the linear section, with a larger value, the toe will be longer.Shoulder StrengthAffects the transition between the mid section and the shoulder of the curve. A value of 0 means no shoulder, a value of 1 means a very hard transition.Shoulder LengthLGAffects how many F-stops (EV) to add to the dynamic range of the curve.Shoulder Angle72Affects how much overshoot to add to the shoulder. Gammao:+&Applies a gamma function to the curve.Custom lookup texture (strip format, for example 256x16) to apply before the rest of the color grading operators. If none is provided, a neutral one will be generated internally. ContributionPKHow much of the lookup texture will contribute to the color grading effect. Temperature B:5Sets the white balance to a custom color temperature. TintFASets the white balance to compensate for a green or magenta tint. Color Filter,'Tint the render by multiplying a color. Hue Shift 44C!Shift the hue of all colors. Saturation(#Pushes the intensity of all colors. Brightness(#Makes the image brighter or darker.Post-exposure (EV)Adjusts the overall exposure of the scene in EV units. This is applied after the HDR effect and right before tonemapping so it won't affect previous effects in the chain. Contrast:5Expands or shrinks the overall range of tonal values.Red HHC<7Modify influence of the red channel in the overall mix. Green>9Modify influence of the green channel in the overall mix. Blue=8Modify influence of the blue channel in the overall mix. Lift1,Controls the darkest portions of the render.2-Power function that controls mid-range tones. Gain2-Controls the lightest portions of the render.=$Distance to the point of focus. L=BtoRatio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is. ?CjeDistance between the lens and the film. The larger the value is, the shallower the depth of field is. Max Blur SizeConvolution kernel size of the bokeh filter, which determines the maximum radius of bokeh. It also affects performances (the larger the kernel is, the longer the GPU time is required).Boost performances by lowering the effect quality. This setting is meant to be used on mobile and other low-end platforms but can also provide a nice performance boost on desktops and consoles.Keep alpha channel. This will slightly lower the effect quality but allows rendering against a transparent background. This setting has no effect if the camera render target has no alpha channel.e`Enables the internal deferred fog pass. Actual fog settings should be set in the Lighting panel./*Mark true for the fog to ignore the skybox% Enable the use of colored grain.;6Grain strength. Higher values mean more visible grain. >@@Grain particle size.Luminance ContributionlgControls the noise response curve based on scene luminance. Lower values mean less noise in dark areas.Total distortion amount. X MultiplierXSIntensity multiplier on the x-axis. Set it to 0 to disable distortion on this axis. Y MultiplierXSIntensity multiplier on the y-axis. Set it to 0 to disable distortion on this axis.&!Distortion center point (x-axis).&!Distortion center point (y-axis).  #<@Global screen scaling. CE@The angle of rotary shutter. Larger values give longer exposure. @BGBThe amount of sample points. This affects quality and performance.Choose a quality preset, or use "Custom" to create your own custom preset. Don't use a preset higher than "Medium" if you desire good performance on consoles. CZUMaximum number of steps in the raymarching pass. Higher values mean more reflections.Changes the size of the SSR buffer. Downsample it to maximize performances or supersample it for higher quality results with reduced performance. ?Bc^Ray thickness. Lower values are more expensive but allow the effect to detect smaller details.OJMaximum distance to traverse after which it will stop drawing reflections.0+Fades reflections close to the near planes.1,Fades reflections close to the screen edges.ZULower quality is faster at the expense of visual quality (Low = ~60%, Medium = ~80%).The diameter (in texels) inside which jitter samples are spread. Smaller values result in crisper but more aliased output, while larger values result in more stable, but blurrier, output. =?toControls the amount of sharpening applied to the color buffer. High values may introduce dark-border artifacts. @@}xThe blend coefficient for a stationary fragment. Controls the percentage of history sample blended into the final color. p}?The blend coefficient for a fragment with significant motion. Controls the percentage of history sample blended into the final color.hcUse the "Classic" mode for parametric controls. Use the "Masked" mode to use your own texture mask.Vignette color.B=Sets the vignette center point (screen center is [0.5, 0.5]).$Amount of vignetting on screen.  #<?(#Smoothness of the vignette borders.2-Lower values will make a square-ish vignette.}xSet to true to mark the vignette to be perfectly round. False will make its shape dependent on the current aspect ratio.1,A black and white mask to use as a vignette. Mask opacity.=8A list of all settings currently stored in this profile.lgCheck this box to mark this volume as global. This volume's Profile will be applied to the whole Scene.The distance (from the attached Collider) to start blending from. A value of 0 means there will be no blending and the Volume overrides will be applied immediatly upon entry to the attached Collider.zThe total weight of this Volume in the Scene. A value of 0 signifies that it will have no effect, 1 signifies full effect.kfThe volume priority in the stack. A higher value means higher priority. Negative values are supported. 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