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Antoine Lelievresebastienlagarde
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Fix Custom Post Process affecting preview cameras #1988
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -17,6 +17,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed an issue that caused a null reference when deleting camera component in a prefab. (case 1244430)
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- Fixed nan in pbr sky
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- Fixed Light skin not properly applied on the LookDev when switching from Dark Skin (case 1278802)
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- Fixed Custom Post Processes affecting preview cameras.
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## [7.5.1] - 2020-09-02
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs

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@@ -695,6 +695,8 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c
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sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.CustomPass] &= renderPipelineSettings.supportCustomPass;
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sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.CustomPass] &= camera.cameraType != CameraType.Preview;
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sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.CustomPostProcess] &= camera.cameraType != CameraType.Preview;
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// Deferred opaque are always using Fptl. Forward opaque can use Fptl or Cluster, transparent use cluster.
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// When MSAA is enabled we disable Fptl as it become expensive compare to cluster
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// In HD, MSAA is only supported for forward only rendering, no MSAA in deferred mode (for code complexity reasons)

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