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Merge pull request #8141 from Unity-Technologies/internal/2022.3/staging
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Packages/com.unity.render-pipelines.core/CHANGELOG.md

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@@ -10,6 +10,17 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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Version Updated
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The version number for this package has increased due to a version update of a related graphics package.
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## [14.0.11] - 2025-02-13
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This version is compatible with Unity 2022.3.59f1.
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### Fixed
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- Fixed PackFloat2To8 in packing.hlsl.
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- Rendering Debugger - Keep the correct selected panel when entering and exiting from playmode.
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- Fixed _FOVEATED_RENDERING_NON_UNIFORM_RASTER shader compilation errors.
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- Rendering Debugger - Silent crash when selecting a Volume component with public RTHandles.
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- Fix truncated vector warning in DownSampleDepth shader
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## [14.0.10] - 2024-04-03
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This version is compatible with Unity 2022.3.24f1.

Packages/com.unity.render-pipelines.core/package.json

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{
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"name": "com.unity.render-pipelines.core",
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"description": "SRP Core makes it easier to create or customize a Scriptable Render Pipeline (SRP). SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and shader libraries. The code in SRP Core is use by the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.",
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"version": "14.0.11",
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"version": "14.0.12",
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"unity": "2022.3",
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"displayName": "Core RP Library",
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"dependencies": {

Packages/com.unity.render-pipelines.high-definition-config/CHANGELOG.md

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@@ -10,6 +10,13 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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Version Updated
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The version number for this package has increased due to a version update of a related graphics package.
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## [14.0.11] - 2025-02-13
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This version is compatible with Unity 2022.3.59f1.
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Version Updated
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The version number for this package has increased due to a version update of a related graphics package.
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## [14.0.10] - 2024-04-03
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This version is compatible with Unity 2022.3.24f1.
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{
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"name": "com.unity.render-pipelines.high-definition-config",
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"description": "Configuration files for the High Definition Render Pipeline.",
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"version": "14.0.11",
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"version": "14.0.12",
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"unity": "2022.3",
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"displayName": "High Definition RP Config",
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"dependencies": {
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"com.unity.render-pipelines.core": "14.0.11"
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"com.unity.render-pipelines.core": "14.0.12"
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}
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}

Packages/com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -10,6 +10,57 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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Version Updated
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The version number for this package has increased due to a version update of a related graphics package.
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## [14.0.11] - 2025-02-13
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This version is compatible with Unity 2022.3.59f1.
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### Changed
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- Transparent materials now appear opaque when using Mipmap Streaming debug views for increased clarity.
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- Create the Global Settings asset in to the current opened folder.
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- Create the Global Settings asset in to the current opened folder.
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### Fixed
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- Fixed an assert triggered when the decal count goes over the light count.
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- Fixed scene modification when exiting play mode with the graphics compositor enabled.
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- Added Graphics Compositor Limitation section for VR.
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- Fixed underwater applied when water is disabled.
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- Fixed cinematic eye shader lighting from directional lights.
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- Fixed TAA post sharpen in XR.
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- Banding in IES importer.
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- Fixed realloc of history buffer when XR is enabled.
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- Fixed invalid AABB errors in some other cases.
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- Added framesettings to render volumetric clouds in half res to reduce jittering.
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- Regenerate the hlsl include that where out of date.
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- Cached shadow : Fix corruption when using a non square atlas and improve blit performance.
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- Fixed an issue where the default terrain shader for HDRP was outputting incorrect albedo values to the lightmapper.
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- Fixed a NullReferenceException when exiting Play Mode with HDRP + DLSS + XR.
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- Fixed a motion blur blending issue.
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- Fixed an issue where the Mipmap Streaming debug views would show up incorrectly when certain features were enabled (SRP Batcher, Volumetric Fog, Volumetric Clouds, and,...).
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- Fixed an issue where certain Mipmap Streaming debug views (for example: "Mip Count") would not show up correctly on Metal.
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- Fixed an issue where the Rendering Debugger "Terrain Texture" drop-down would appear only when enabling a Fullscreen Debug Mode, instead of appearing when enabling a Mipmap Streaming debug view as intended.
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- Changed ProbeSettings.cubeResolution field from internal to public.
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- Fixed shader warnings from TAA shader on Metal.
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- Reduced some artifacts from High-Quality (PCSS) shadows for point and spot lights.
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- Fixed issue with EndCameraRendering being called before renderContext submission.
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- HDRP: SSGI, Ray traced GI, Path traced GI and No-GI now match when using an IBL.
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- Reimporting ShaderGraph assets no longer triggers a UnityVCS/Perfoce local checkout.
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- Fixed graphic corruption on some mobile platforms.
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- Fixed sun flicker where the sun is close to cloud boundaries.
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- Ignore material variants with log message.
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- Fixed an issue where UI images using render textures would not render properly with HDR enabled.
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- Added clamp to HairAngleWorld to prevent nan from FastASin.
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- Fixed an issue where cascade shadows and distance shadowmask were not blended properly.
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- Fixed invalid global state pushed when using override camera rendering in the CustomPassUtils functions.
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- Fixed wrong SSR when using a shader graph with a clear coat value of 0.
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- Fixed HDRP ambient scene lighting leaking into the material preview window.
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- Fixed black line artifacts on top of the screen with DRS and downsampled SSAO.
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- Fixed HDRP sky rendering when Camera Relative Rendering is disabled.
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- Fixed artifacts when blending cascade shadows and distance shadowmask.
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- Added a condition to the Receiver Motion Rejection function(feature) to check that the pixel has actually moved.
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- Fixed an issue where the padding in the Lighting window was different between tabs.
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- Fixed refraction sampling with DRS.
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- Fixed color pyramid sampling when distortion is enabled after the distortion pass.
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## [14.0.10] - 2024-04-03
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This version is compatible with Unity 2022.3.24f1.

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

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- Ray tracing isn't supported when rendering [Reflection Probes](Reflection-Probe.md).
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- HDRP doesn't support [orthographic projection](HDRP-Camera.md). If you enable orthographic projection mode, you might experience rendering problems for Transparent Materials, volumetrics and planar reflections.
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- Ray Traced and Screen Space effects won't appear recursively in [Ray Traced Reflections](Ray-Traced-Reflections.md), [Ray Traced Global Illumination](Ray-Traced-Global-Illumination.md) or [Recursive Ray Tracing](Ray-Tracing-Recursive-Rendering.md). This means, for example, you won't be able to see [Screen Space Global Illumination](Override-Screen-Space-GI.md) in [ray-traced reflection](Ray-Traced-Reflections.md).
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- Doesn't support water.
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### Unsupported shader graph nodes for ray tracing
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Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md

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- MSAA.
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- [Graphics.DrawMesh](https://docs.unity3d.com/ScriptReference/Graphics.DrawMesh.html) or [Graphics.RenderMesh](https://docs.unity3d.com/2022.1/Documentation/ScriptReference/Graphics.RenderMesh.html), because rasterization and ray tracing are different ways of generating an image.
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- [Streaming Virtual Texturing](https://docs.unity3d.com/Documentation/Manual/svt-streaming-virtual-texturing.html).
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- Vertex animation, for example wind deformation of vegetation.
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### Unsupported shader graph nodes for path tracing
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When building your custom shaders using shader graph, some nodes are incompatible with ray/path tracing. You need either to avoid using them or provide an alternative behavior using the [ray tracing shader node](SGNode-Raytracing-Quality). Here is the list of the incompatible nodes:

Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs

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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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namespace UnityEditor.Rendering.HighDefinition
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{
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{
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class Styles
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{
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public static GUIStyle headerStyle;
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static Styles()
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{
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headerStyle = new GUIStyle(EditorStyles.foldoutHeader);
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headerStyle.fontStyle = FontStyle.Bold;
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headerStyle.fontSize = 12;
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headerStyle.margin = new RectOffset(17, 0, 0, 0);
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headerStyle.padding = new RectOffset(16, 1, 0, 0);
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headerStyle.fixedHeight = 21;
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}
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public static readonly GUIStyle inspectorTitle = "IN Title";
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}
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class SerializedStaticLightingSky
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}
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static MethodInfo k_FoldoutTitlebar;
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{
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m_SerializedActiveSceneLightingSky = new SerializedStaticLightingSky(GetStaticLightingSkyForScene(EditorSceneManager.GetActiveScene()));
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void DrawGUI()
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{
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Rect mainSeparator = EditorGUILayout.GetControlRect(GUILayout.Height(1));
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mainSeparator.xMin -= 3;
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mainSeparator.xMax += 4;
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EditorGUI.DrawRect(mainSeparator, EditorGUIUtility.isProSkin
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? new Color32(26, 26, 26, 255)
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{
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toggleValue = EditorGUI.Foldout(line, toggleValue, EditorGUIUtility.TrTextContent("Environment (HDRP)", "Sky lighting environment for active Scene"), Styles.headerStyle);
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var labelRect = GUILayoutUtility.GetRect(GUIContent.none, Styles.inspectorTitle, GUILayout.ExpandWidth(true));
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EditorGUI.DrawRect(separator, EditorGUIUtility.isProSkin
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//cannot use SerializeProperty due to logic in the property

Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl

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float mipLevel = preLightData.transparentSSMipLevel;
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float2 limit = _ColorPyramidUvScaleAndLimitCurrentFrame.xy - diffLimitMipAdjusted;
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Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl

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void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
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{

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