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victor-unitysebastienlagarde
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Bind missing buffer #159
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -54,6 +54,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed NaN which can appear with real time reflection and inf value
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- Fixed raytracing shader compilation on Metal
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- Fixed an issue that was collapsing the volume components in the HDRP default settings
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- Fixed warning about missing bound decal buffer
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### Changed
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- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

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@@ -3104,6 +3104,10 @@ void RenderDBuffer(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext
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{
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// We still bind black textures to make sure that something is bound (can be a problem on some platforms)
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m_DbufferManager.BindBlackTextures(cmd);
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// Bind buffer to make sure that something is bound .
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cmd.SetGlobalBuffer(HDShaderIDs._DecalPropertyMaskBufferSRV, m_DbufferManager.propertyMaskBuffer);
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return;
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}
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