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Renderer is missing, make sure there is a Renderer assigned as the default on the current Universal RP asset:yDefault renderer is missing from the current Pipeline Asset.%Renderer at index ] is missing, falling back to Default Renderer YValue ({0}) needs to be between {1} and {2}.Cascade count is not compatible with obsolete API, please use shadowCascadeCount instead.)ScriptableRenderPassTrying to set s renderTargets, which is more than the maximum supported:ShaderTagId list is invalid. DrawingSettings is created with default pipeline ShaderTagId#UniversalPipeline{You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed.{You can only call cameraDepthTarget inside the scope of a ScriptableRenderPass. 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Check for missing reference in the renderer resources.yHidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusionFullscreen Quad]Hidden/Universal Render Pipeline/FallbackError AlwaysForwardBasePrepassBase VertexVertexLMRGBMVertexLM'unity_StereoMatrixV-unity_StereoMatrixInvV'unity_StereoMatrixP-unity_StereoMatrixInvP)unity_StereoMatrixVP/unity_StereoMatrixInvVP9unity_StereoCameraProjection?unity_StereoCameraInvProjection?unity_StereoWorldSpaceCameraPosoTrying to access universal shader path out of bounds: (: );Universal Render Pipeline/LitIUniversal Render Pipeline/Simple Lit?Universal Render Pipeline/UnlitKUniversal Render Pipeline/Terrain/LitOUniversal Render Pipeline/Particles/Lit]Universal Render Pipeline/Particles/Simple LitSUniversal Render Pipeline/Particles/UnlitGUniversal Render Pipeline/Baked LitWUniversal Render Pipeline/Nature/SpeedTree7kUniversal Render Pipeline/Nature/SpeedTree7 BillboardWUniversal Render Pipeline/Nature/SpeedTree8?{0} is not a valid light index.Only spot and directional shadow casters are supported in universal pipeline_ShadowBias_LightDirection{0}: This camera is of {1} type. Only Base cameras can have a camera stack.{0}: This camera has a ScriptableRenderer that doesn't support camera stacking. Camera stack is null. camera overlaysy no longer exists and will be removed from the camera stack.+Renderer at <b>index =</b> is missing for camera <b>W</b>, falling back to Default Renderer. <b> </b>yPackages/com.unity.render-pipelines.universal/Editor/Gizmos/Camera_Base.png%Camera_Overlay.png3Camera_PostProcessing.pngKUniversalPipeline,LightweightPipelineOnly Base cameras can be rendered with standalone RenderSingleCamera. Camera will be skipped.Trying to render {0} with an invalid renderer. Camera rendering will be skipped.Stack can only contain Overlay cameras. {0} will skip rendering.Only cameras with compatible renderer types can be stacked. {0} will skip rendering camera/_GlossyEnvironmentColor/_SubtractiveShadowColor!unity_AmbientSky)unity_AmbientEquator'unity_AmbientGround _Time_SinTime_CosTimeunity_DeltaTime_TimeParameters'_ScaledScreenParams)_WorldSpaceCameraPos_ScreenParams#_ProjectionParams_ZBufferParams#unity_OrthoParamsunity_MatrixV3glstate_matrix_projectionunity_MatrixVP!unity_MatrixInvV!unity_MatrixInvP#unity_MatrixInvVP-unity_CameraProjection3unity_CameraInvProjection'unity_WorldToCamera'unity_CameraToWorld_SourceTex_ScaleBias_ScaleBiasRt_RendererColor'_MAIN_LIGHT_SHADOWS7_MAIN_LIGHT_SHADOWS_CASCADE3_ADDITIONAL_LIGHTS_VERTEX%_ADDITIONAL_LIGHTS3_ADDITIONAL_LIGHT_SHADOWS_SHADOWS_SOFT7_MIXED_LIGHTING_SUBTRACTIVE-LIGHTMAP_SHADOW_MIXING%SHADOWS_SHADOWMASK_DEPTH_NO_MSAA_DEPTH_MSAA_2_DEPTH_MSAA_4_DEPTH_MSAA_85_LINEAR_TO_SRGB_CONVERSION!_SMAA_PRESET_LOW'_SMAA_PRESET_MEDIUM#_SMAA_PRESET_HIGH_GENERIC_UNIT_DISTANCE_BLOOM_LQ_BLOOM_HQ_BLOOM_LQ_DIRT_BLOOM_HQ_DIRT_USE_RGBM_DISTORTION+_CHROMATIC_ABERRATION_HDR_GRADING_TONEMAP_ACES!_TONEMAP_NEUTRAL_FILM_GRAIN _FXAA_DITHERING/_SCREEN_SPACE_OCCLUSION-_HIGH_QUALITY_SAMPLING'DOWNSAMPLING_SIZE_2'DOWNSAMPLING_SIZE_4'DOWNSAMPLING_SIZE_8)DOWNSAMPLING_SIZE_16 _SPOT_DIRECTIONAL _POINTE_DEFERRED_ADDITIONAL_LIGHT_SHADOWS)_GBUFFER_NORMALS_OCT=_DEFERRED_SUBTRACTIVE_LIGHTINGLIGHTMAP_ON_ALPHATEST_ON)DIRLIGHTMAP_COMBINED_DETAIL_MULX2_DETAIL_SCALED_CLEARCOAT_CLEARCOATMAP)_USE_DRAW_PROCEDURALInvalid XR setup to update, trying to update non-existing xr view.Invalid XR setup for single-pass, trying to add too many views! Max supported: {0}'STEREO_MULTIVIEW_ON-unity_StereoEyeIndices)STEREO_INSTANCING_ONInvalid XR setup for single-pass, trying to render too many views! Max supported: {0}5XR_OCCLUSION_MESH_COMBINED+XR Custom Mirror View#XR Occlusion Mesh+unity_StereoMatrixIVPOXRSystem.ReleaseFrame() was not called!?Only 1 XR display is supported.XR Mirror View_BitmaskTexSizeSetupLightsDeferred PassTile Depth Info;Deferred Shading (Tile-Based)5Deferred Shading (Stencil)Deferred Fog+Clear Stencil Partial+Setup Light Constants%_MainLightPosition_MainLightColor3_MainLightOcclusionProbes-_AdditionalLightsCount/_AdditionalLightsBuffer1_AdditionalLightsIndices3_AdditionalLightsPosition-_AdditionalLightsColor9_AdditionalLightsAttenuation1_AdditionalLightsSpotDirA_AdditionalLightsOcclusionProbes1Setup Additional ShadowsAAdditionalLightsShadowCasterPass=_AdditionalLightsWorldToShadow/_AdditionalShadowParams1_AdditionalShadowOffset01_AdditionalShadowOffset11_AdditionalShadowOffset21_AdditionalShadowOffset31_AdditionalShadowmapSizeC_AdditionalLightsShadowmapTexture1_AdditionalShadowsBuffer3_AdditionalShadowsIndicescmd'ColorGradingLutPass!Missing shader. render pass will not execute. Check for missing reference in the renderer resources.CopyColorPass_SampleOffsetCopyDepthPassDeferredPassDepthNormals'DepthNormalOnlyPassDepthOnlyDepthOnlyPassDrawObjectsPass!UniversalForward'_DrawObjectPassDataFinalBlitPassRender GBufferGBufferPassLitSimpleLit Unlit!UniversalGBuffer+UniversalMaterialType)Setup Main Shadowmap3MainLightShadowCasterPass/_MainLightWorldToShadow-_MainLightShadowParams7_CascadeShadowSplitSpheres07_CascadeShadowSplitSpheres17_CascadeShadowSplitSpheres27_CascadeShadowSplitSpheres3=_CascadeShadowSplitSphereRadii/_MainLightShadowOffset0/_MainLightShadowOffset1/_MainLightShadowOffset2/_MainLightShadowOffset3/_MainLightShadowmapSize5_MainLightShadowmapTextureiOnly directional lights are supported as main light.PostProcessPassarm_BloomMipUp_BloomMipDown)_PrevViewProjMStereo_ViewProjM_PrevViewProjM_Intensity _Clamp;Render PostProcessing EffectsARender Final PostProcessing Pass9ScreenSpaceShadowResolvePass9_ScreenSpaceShadowmapTexture%TileDepthRangePassCinemachineUniversalPixelPerfect is now deprecated and doesn't function properly. Instead, use the one from Cinemachine v2.4.0 or newer.IMore than one global light on layer ; for light blend style index ;Pixel Perfect Background Pass-USE_SHAPE_LIGHT_TYPE_0%_HDREmulationScale3_InverseHDREmulationScale#_UseSceneLighting'_ShapeLightTexture0'_ShapeLightTexture1'_ShapeLightTexture2'_ShapeLightTexture3Lightweight2DUniversal2D!NormalsRendering%Render 2D LightingRender UnlitClear NormalsSPRITE_LIGHT/USE_POINT_LIGHT_COOKIES%LIGHT_QUALITY_FASTUSE_NORMAL_MAP+USE_ADDITIVE_BLENDING-USE_SHAPE_LIGHT_TYPE_1-USE_SHAPE_LIGHT_TYPE_2-USE_SHAPE_LIGHT_TYPE_31_ShapeLightBlendFactors01_ShapeLightBlendFactors11_ShapeLightBlendFactors21_ShapeLightBlendFactors3-_ShapeLightMaskFilter0-_ShapeLightMaskFilter1-_ShapeLightMaskFilter2-_ShapeLightMaskFilter35_ShapeLightInvertedFilter05_ShapeLightInvertedFilter15_ShapeLightInvertedFilter25_ShapeLightInvertedFilter3_SrcBlend_DstBlend#_FalloffIntensity!_FalloffDistance_FalloffOffset_LightColor_VolumeOpacity_CookieTex_FalloffLookup_LightPosition_LightInvMatrix)_LightNoRotInvMatrix!_InnerRadiusMult_OuterAngle_InnerAngleMult_LightLookup!_IsFullSpotlight_LightZDistance)_PointLightCookieTex-Create Camera Textures+_ShapeLightTexture{0}_NormalMap_ShadowTex_LightPos'_ShadowStencilGroup!_ShadowIntensity-_ShadowVolumeIntensity_ShadowRadius#RenderObjectsPassRenderObjects pass is configured to override camera matrices. While rendering in stereo camera matrices cannot be overridden.%Wrong winding rule{0}, {1}, {2}=PQHandle should not be invalidOVertices should have been merged before{0}, {1}]ScriptableRenderer.SetPerCameraShaderVariables%Sort Render Passes=ScriptableRenderer.SetupLights/Setup Camera ParametersEScriptableRenderer.AddRenderPassesMScriptableRenderer.ClearRenderingStateSScriptableRenderer.InternalStartRenderingUScriptableRenderer.InternalFinishRenderingQForwardRenderer.CreateCameraRenderTarget_Grain_Texture_Grain_Params'_Grain_TilingParams%_BlueNoise_Texture#_Dithering_Params_SourceSize_ORTHOGRAPHIC/_RECONSTRUCT_NORMAL_LOW5_RECONSTRUCT_NORMAL_MEDIUM1_RECONSTRUCT_NORMAL_HIGH_SOURCE_DEPTH+_SOURCE_DEPTH_NORMALS_SOURCE_GBUFFER{0}.Execute(): Missing material. {1} render pass will not execute. 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A      A^5< EEEE   <EEE II <EEE II     EEEEE< <   II III @ I  I II IIII      AM)UUU 0  9  5 ]A  ] Q&H   YYY0Ah$           UQ Y <    %a a    =   ! 9" A]    A         ! \ ==`   U =   U            +  Q     U      =  `         ph    (           . | II| II]|I I I 0 |0%I 0 ]  }!   } ]  ( bIII|eII|e|I]  I I  II eeIe %  2=(  a) )    =Y   -     Y    $  }   } $l    $$      M  i=i= i= i=    'P P ]  hl dd dl h + lhhh  S         a = a! =                          "       #              A  !M{-QA   Capture Pass2Copy Depth for Scene View2d,^&X2Transparent Settings PassxHidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion_ORTHOGRAPHIC._RECONSTRUCT_NORMAL_LOW4_RECONSTRUCT_NORMAL_MEDIUM0_RECONSTRUCT_NORMAL_HIGH_SOURCE_DEPTH*_SOURCE_DEPTH_NORMALS_SOURCE_GBUFFER"UniversalPipeline   *XR Custom Mirror View"XR Occlusion MeshXR Mirror View*Setup Light Constants:Render PostProcessing Effects@Render Final PostProcessing Pass`@$ScriptableRendererForwardRenderer,_AmbientOcclusionParam8_ScreenSpaceOcclusionTexturecRenderPassBlock(ScriptableRenderPass.UniversalRenderPipelineContext.System.Security.Permissions.SecurityPermissionAttribute, netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51TSkipVerificationae048<@DHLPTX\Ux44tl  xp 8|(h,-159=AEIY]a$  0 <@PTX\`==l  =x ei   A HYT`}]dhpt  `YXTPD@0$  ,l h l|  Y  p=  <8E@x   I    A 4P x @ x x 4  < X X D H H \ L T T U     t tl 00 0                        |  |  | |pp    8 p      4  p  | \ | p| p  =  =  p |  | |     , , |            | (= ( (= (     x|}  =       <  0 @@U!  HHH H Ml=\==\==l=l\l = P P \ =  \ X X ` ` ` =   =l =l`|` `` `` = =                        h =     = (  x x     |    < ) < | | |  ! !    <<        < I II  I @I  IIIII  I       (  U   <     a    a  a  a  a   (     e  =   = = =   |  \ \     } ` `  } d l   ( =      ]}  ]}} ]}  ` ` =  Q <| <| < <| <|      < <<| <|    `    T   $ (      , , h h llldh hl hll `<|   )   } aeee                                                           p  p $   == == A M M  (     I         (x(4(((<(X(( (D(((H(\(L(T((U(tl( (((((((( (8 (p(((|((,(}<l(=(P(\ (=(((X(` `(((x((( ((}(`(}(d((l (  (`((($((( ( ((, l( (((( ((((TWrapNonExceptionThrowsUniversalGraphicsTests+&Unity.RenderPipelines.Universal.Editor1,Unity.RenderPipelines.Universal.Editor.Tests2-Unity.RenderPipelines.Universal.Runtime.Tests50Unity.GraphicTests.Performance.Universal.Runtime UNITY_EDITORojThis method is obsolete. Use ConfigureDithering override that takes camera pixel width and height instead.ojThis method is obsolete. Use ConfigureFilmGrain override that takes camera pixel width and height instead.DEVELOPMENT_BUILD.)Please use CameraData.xr.enabled instead.83Please use CameraData.xr.singlePassEnabled instead. DEBUG Every Frame Via ScriptingUse Pipeline Settings>8This is obsolete, please use shadowCascadeCount instead.+"Runtime/Data/PostProcessData.asset(Runtime/Data/XRSystemData.assetPKFilters out pixels under this level of brightness. Value is in gamma-space."Strength of the bloom filter.+&Changes the extent of veiling effects./*Clamps pixels to control the bloom amount.% Global tint of the bloom filter.Use bicubic sampling instead of bilinear sampling for the upsampling passes. This is slightly more expensive but helps getting smoother visuals.NIThe number of final iterations to skip in the effect processing sequence.B=Dirtiness texture to add smudges or dust to the bloom effect.Amount of dirtiness.<7Modify influence of the red channel in the overall mix.>9Modify influence of the green channel in the overall mix.=8Modify influence of the blue channel in the overall mix.% Amount of tangential distortion.Adjusts the overall exposure of the scene in EV100. This is applied after HDR effect and right before tonemapping so it won't affect previous effects in the chain.:5Expands or shrinks the overall range of tonal values.,'Tint the render by multiplying a color.!Shift the hue of all colors.(#Pushes the intensity of all colors./*A custom 2D texture lookup table to apply.PKHow much of the lookup texture will contribute to the color grading effect.ytUse "Gaussian" for a faster but non physical depth of field; "Bokeh" for a more realistic but slower depth of field.3.The distance at which the blurring will start.FAThe distance at which the blurring will reach its maximum radius._ZThe maximum radius of the gaussian blur. Values above 1 may show under-sampling artifacts.^YUse higher quality sampling to reduce flickering and improve the overall blur smoothness.(#The distance to the point of focus.xsThe ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.niThe distance between the lens and the film. The larger the value is, the shallower the depth of field is.#The number of aperture blades.The curvature of aperture blades. The smaller the value is, the more visible aperture blades are. A value of 1 will make the bokeh perfectly circular.0+The rotation of aperture blades in degrees.gbThe type of grain to use. You can select a preset or provide your own texture by selecting Custom.$Amount of vignetting on screen.rmControls the noisiness response curve based on scene luminance. Higher values mean less noise in light areas.a\A tileable texture to use for the grain. The neutral value is 0.5 where no grain is applied.Total distortion amount.TOIntensity multiplier on X axis. Set it to 0 to disable distortion on this axis.TOIntensity multiplier on Y axis. Set it to 0 to disable distortion on this axis.Distortion center point.Global screen scaling.1,Controls the darkest portions of the render.2-Power function that controls mid-range tones.2-Controls the lightest portions of the render.zuThe motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.qlThe quality of the effect. Lower presets will result in better performance at the expense of visual quality.QLThe strength of the motion blur filter. Acts as a multiplier for velocities.Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have. Lower values will improve performance. 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