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    Use custom post-processing with dynamic resolution and DLSS

    If you want to use DLSS or dynamic resolution with a custom post-processing pass, and need to interpolate or sample UVs from color, normal, or velocity, use the following functions to calculate the correct UVs:

    #include "Packages/com.unity.render-pipelines.high-dynamic/Runtime/ShaderLibrary/ShaderVariables.hlsl"
    
    //...
    
    float2 UVs = ... //the uvs coming from the interpolator
    float2 correctUvs = ClampAndScaleUVForBilinearPostProcessTexture(UV); // use these uvs to sample color / normal and velocity
    
    
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