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Enable Transparent Depth Pre/Post Pass for HDRP Hair Shader Graph (#6496)
* Enable Transparent Depth Pre/Post for hair sg * Changelog * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -11,7 +11,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Changed sample scene in HDRP material samples: add shadow transparency (raster, ray-traced, path-traced).
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- Support for encoded HDR cubemaps, configurable via the HDR Cubemap Encoding project setting.
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- The rendering order of decals that have a similar draw order value was modified. The new order should be the reverse of the previous order.
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- Fixed default value of "Distortion Blur" from 1 to 0 according to the doc.
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### Fixed
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- Fixed some XR devices: Pulling camera world space position from mainViewConstants instead of transform.
@@ -58,6 +57,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed a nullref when enabling raycount without ray tracing.
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- Fixed error thrown when layered lit material has an invalid material type.
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- Fixed HDRP build issues with DOTS_INSTANCING_ON shader variant.
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- Fixed default value of "Distortion Blur" from 1 to 0 according to the doc.
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- Fixed Transparent Depth Pre/Post pass by default for the built-in HDRP Hair shader graph.
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## [13.1.2] - 2021-11-05
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