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Fix for Final Image Histogram debug mode not working on some hardware (#7041)
* fix * changelog Co-authored-by: sebastienlagarde <[email protected]>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -121,6 +121,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed PBR Dof using the wrong resolution for COC min/max filter, and also using the wrong parameters when running post TAAU stabilization. (case 1388961)
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- Fixed the list of included HDRP asset used for stripping in the build process.
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- Fixed HDRP camera debug panel rendering foldout.
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- Fixed issue with Final Image Histogram displaying a flat histogram on certain GPUs and APIs.
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## [14.0.0] - 2021-11-17
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs

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@@ -880,7 +880,7 @@ void GenerateDebugImageHistogram(RenderGraph renderGraph, HDCamera hdCamera, Tex
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using (var builder = renderGraph.AddRenderPass<DebugImageHistogramData>("Generate Debug Image Histogram", out var passData, ProfilingSampler.Get(HDProfileId.FinalImageHistogram)))
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{
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ValidateComputeBuffer(ref m_DebugImageHistogramBuffer, k_DebugImageHistogramBins * 4, sizeof(uint));
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ValidateComputeBuffer(ref m_DebugImageHistogramBuffer, k_DebugImageHistogramBins, 4 * sizeof(uint));
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m_DebugImageHistogramBuffer.SetData(m_EmptyDebugImageHistogram); // Clear the histogram
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passData.debugImageHistogramCS = defaultResources.shaders.debugImageHistogramCS;

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