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Fixed case where material keywords would not get setup before usage #2961
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -36,6 +36,7 @@ The version number for this package has increased due to a version update of a r
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- Fixed NaNs happening when upscaling ray tracing reflections in performance mode (case 1294076).
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- Fixed LayeredLit shader compilation issue with metal shader and raytracing
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- Fixed nan in reflection probe when volumetric fog filtering is enabled, causing the whole probe to be invalid.
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- Fixed case where material keywords would not get setup before usage.
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### Changed
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- Removed XRSystemTests. The GC verification is now done during playmode tests (case 1285012).

com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs

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@@ -152,6 +152,9 @@ static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAsse
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//due to FB 1175514, this not work. It is being fixed though.
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//delayed call of the following work in some case and cause infinite loop in other cases.
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AssetDatabase.AddObjectToAsset(assetVersion, asset);
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// Init material in case it's used before an inspector window is opened
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HDShaderUtils.ResetMaterialKeywords(material);
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}
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else
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{

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