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Fix first frame of SSR PRB Accumulation (#5324)
* Fix first frame for SSR Accumulation algorithm * Add ChangeLog * Fix CHANGELOG merge
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs

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@@ -1123,7 +1123,7 @@ void UpdateSSRConstantBuffer(HDCamera hdCamera, ScreenSpaceReflection settings,
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cb._ColorPyramidUvScaleAndLimitPrevFrame = HDUtils.ComputeViewportScaleAndLimit(hdCamera.historyRTHandleProperties.previousViewportSize, hdCamera.historyRTHandleProperties.previousRenderTargetSize);
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cb._SsrColorPyramidMaxMip = hdCamera.colorPyramidHistoryMipCount - 1;
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cb._SsrDepthPyramidMaxMip = hdCamera.depthBufferMipChainInfo.mipLevelCount - 1;
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if (hdCamera.isFirstFrame || hdCamera.cameraFrameCount <= 2)
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if (hdCamera.isFirstFrame || hdCamera.cameraFrameCount <= 3)
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{
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cb._SsrAccumulationAmount = 1.0f;
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}

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