Fix issue that caused OnEnable probes to marked as rendered even when they were not #1509
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Fix for https://fogbugz.unity3d.com/f/cases/1262195/
The issue was due to the fact that we called probe.SetIsRendered(m_FrameCount); regardless of whether the render request has been issued or not. As a result, if we an "OnEnable" probe is deemed not visible, the render request is not queued but the probe is marked as rendered, therefore whenever becomes visible it will not be rendered.
This change forces the probe to be set as rendered only if the probe is visible, otherwise we don't mark it as such.
What have I tested: Tried the same scenario as reported in the bug report, tried on a separate map and tried other fade distances than the one indicated in the video.