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fredericv-unity3dFrancescoC-unitysebastienlagarderemi-chapelainJulienIgnace-Unity
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Added define for new reflection probe API update (case 1290521) (#4323)
* Added define for new reflection probe API update (case 1290521) * Updated changelog * Fix null exception on Raytracing SSS volume component (#4322) * Add null check * changelog * Fix issue with Eye shader and area light (#4310) * Fix Ray Tracing Light Cluster debug mode (#4327) * Remove unneeded position from input layout of light cluster * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Skip adding the LOD's renderer to the checked renderer if it's null (#4313) * Skip adding the LOD's renderer to the checked renderer if it's null * changelog * Add LODgroup missing renderer to "check scene content for ray tracing" * formatting test * formatting Co-authored-by: sebastienlagarde <[email protected]> * Update doc of transparent motion vectors to specify TAA of object behind will be impacted (#4325) * Update doc * Fix doc * Fixed Look Dev breaking when docked and rendered at zero size. (#4331) * Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. * Update changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Added a bit about scaling issues when dealing with history buffers (#4333) * Updated troubleshooting custom pass doc * Update Custom-Pass-Troubleshooting.md * Fixed an issue where runtime debug window UI would leak game objects. (#4337) * Fixed an issue where runtime debug window UI would leak game objects. * Update changelog * Updated documentation to support #4313 (#4336) Co-authored-by: Sebastien Lagarde <[email protected]> * Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (#4342) Co-authored-by: sebastienlagarde <[email protected]> * updated tooltip (#4334) * Doc for custom matrix for fog (#4352) * [Fogbugz 1324000] Fixing unlit emissive reflections (#4340) * Fix ray tracing unlit emissive exposure. Changelog * Automated tests coverage * update scenes Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * [Fogbugz 1329173] Fixing wrong pyramid color dimensions when hardware DRS is on. (#4346) * Fixing bad pyramid color source texture size. DRS hanlder must be queried since the mip levels depend on the source hardware resolution * Changelog Co-authored-by: sebastienlagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: Kleber Garcia <[email protected]> Co-authored-by: Remi Chapelain <[email protected]>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -251,6 +251,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Default black texture XR is now opaque (alpha = 1).
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- Changed ray tracing acceleration structure build, so that only meshes with HDRP materials are included (case 1322365).
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- Changed default sidedness to double, when a mesh with a mix of single and double-sided materials is added to the ray tracing acceleration structure (case 1323451).
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- Use the new API for updating Reflection Probe state (fixes garbage allocation, case 1290521)
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## [11.0.0] - 2020-10-21
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com.unity.render-pipelines.high-definition/Runtime/Unity.RenderPipelines.HighDefinition.Runtime.asmdef

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"name": "com.unity.modules.xr",
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"expression": "1.0.0",
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"define": "ENABLE_XR_MODULE"
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},
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{
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"name": "Unity",
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"expression": "2021.2.0a16",
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"define": "REFLECTION_PROBE_UPDATE_CACHED_DATA_AVAILABLE"
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}
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],
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"noEngineReferences": false

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