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*Add warning for CollisionDepthBuffer
Update & Fix Changelog.md
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com.unity.visualeffectgraph/CHANGELOG.md

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@@ -14,6 +14,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Added Output Event Handler Samples
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- Added ExposedProperty custom Property Drawer
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- Error display within the graph.
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- Warning using Depth Collision on unsupported scriptable render pipeline.
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### Fixed
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- Mesh Sampling incorrect with some GPU (use ByteAddressBuffer instead of Buffer<float>)
@@ -39,8 +40,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fix [Case 1114281](https://fogbugz.unity3d.com/f/cases/1114281/)
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- Fix shadows not being rendered to some cascades with directional lights [Case 1229972](https://issuetracker.unity3d.com/issues/output-inconsistencies-with-vfx-shadow-casting-and-shadow-cascades)
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- Fix [Case 1268354](https://fogbugz.unity3d.com/f/cases/1268354/)
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### Fixed
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- Fix VFX Graph window invalidating existing Undo.undoRedoPerformed delegates.
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- Fix shadergraph changes not reflected in VisualEffectGraph [Case 1278469](https://fogbugz.unity3d.com/f/cases/resolve/1278469/)
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com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Collision/CollisionDepth.cs

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@@ -30,6 +30,13 @@ public class ThicknessProperties
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protected override bool allowInvertedCollision { get { return false; } }
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protected override sealed void GenerateErrors(VFXInvalidateErrorReporter manager)
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{
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if (UnityEngine.Rendering.RenderPipelineManager.currentPipeline == null || !UnityEngine.Rendering.RenderPipelineManager.currentPipeline.ToString().Contains("HDRenderPipeline"))
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manager.RegisterError("CollisionDepthUnavailableWithoutHDRP", VFXErrorType.Warning, "Only high definition render pipeline supports depth collision.");
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}
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public override IEnumerable<VFXAttributeInfo> attributes
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{
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get

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