diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index f6b0b47887d..96b07dec894 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -40,6 +40,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix for range compression factor for probes going negative (now clamped to positive values). - Fixed path validation when creating new volume profile (case 1229933) - Fixed various object leaks in HDRP. +- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996) ### Changed - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs index 3a3f94a9084..770e36cd1ef 100644 --- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs +++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs @@ -55,13 +55,13 @@ static void OnShaderGraphSaved(Shader shader, object saveContext) // Free the materials every 200 iterations, on big project loading all materials in memory can lead to a crash if ((i % 200 == 0) && i != 0) - EditorUtility.UnloadUnusedAssetsImmediate(false); + EditorUtility.UnloadUnusedAssetsImmediate(true); } } finally { EditorUtility.ClearProgressBar(); - EditorUtility.UnloadUnusedAssetsImmediate(false); + EditorUtility.UnloadUnusedAssetsImmediate(true); } } }