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- Changed the way the filter size is decided for directional, point and spot shadows (#951)
Co-authored-by: sebastienlagarde <[email protected]>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -836,6 +836,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Add color clear pass while rendering XR occlusion mesh to avoid leaks.
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- Only use one texture for ray traced reflection upscaling.
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- Adjust the upscale radius based on the roughness value.
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- DXR: Changed the way the filter size is decided for directional, point and spot shadows.
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## [7.1.1] - 2019-09-05
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineRayTracingResources.cs

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@@ -86,9 +86,6 @@ partial class HDRenderPipelineRayTracingResources : ScriptableObject
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// Filtering for reflections
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[Reload("Runtime/RenderPipelineResources/Texture/ReflectionKernelMapping.png")]
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public Texture2D reflectionFilterMapping;
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[Reload("Runtime/RenderPipelineResources/Texture/ShadowKernelMapping.asset")]
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public Texture3D shadowFilterMapping;
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#if UNITY_EDITOR
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[UnityEditor.CustomEditor(typeof(HDRenderPipelineRayTracingResources))]

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