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Reduced the maximal number of bounces for both RTGI and RTR (case 1318876). (#3864)
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -142,6 +142,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Decreased the minimal Fog Distance value in the Density Volume to 0.05.
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- Virtual Texturing Resolver now performs RTHandle resize logic in HDRP instead of in core Unity
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- Cached the base types of Volume Manager to improve memory and cpu usage.
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- Reduced the maximal number of bounces for both RTGI and RTR (case 1318876).
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## [11.0.0] - 2020-10-21
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com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs

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@@ -159,7 +159,7 @@ public int upscaleRadius
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/// Number of bounces for evaluating the effect.
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/// </summary>
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[Tooltip("Number of bounces for GI.")]
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public ClampedIntParameter bounceCount = new ClampedIntParameter(1, 1, 31);
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public ClampedIntParameter bounceCount = new ClampedIntParameter(1, 1, 8);
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// Filtering
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/// <summary>

com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs

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@@ -222,7 +222,7 @@ public bool fullResolution
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/// <summary>
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/// Number of bounces for reflection rays.
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/// </summary>
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public ClampedIntParameter bounceCount = new ClampedIntParameter(1, 1, 31);
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public ClampedIntParameter bounceCount = new ClampedIntParameter(1, 1, 8);
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/// <summary>
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/// Sets the maximum number of steps HDRP uses for raytracing. Affects both correctness and performance.

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