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Antoine Lelievre
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[HDRP] Fixed shadergraph double save (#4916)
* Don't need to save twice shadergraph the first time we create a graph * Updated changelog
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -256,6 +256,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed issue with sky settings being ignored when using the recorder and path tracing (case 1340507).
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- Fixed some resolution aliasing for physically based depth of field (case 1340551).
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- Fixed an issue with resolution dependence for physically based depth of field.
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- Fixed the shader graph files that was still dirty after the first save (case 1342039).
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### Changed
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- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard

com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs

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@@ -113,6 +113,7 @@ public override void Setup(ref TargetSetupContext context)
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{
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Migrate();
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systemData.materialNeedsUpdateHash = ComputeMaterialNeedsUpdateHash();
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context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency);
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context.AddAssetDependency(subTargetAssetGuid, AssetCollection.Flags.SourceDependency);
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var inspector = TargetsVFX() ? VFXHDRPSubTarget.Inspector : customInspector;

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