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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -68,6 +68,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue that lead to corrupted refraction in some scenarios on xbox.
- Fixed for light loop scalarization not happening.
- Fixed issue with stencil not being set in rendergraph mode.
- Fixed lod bias value used by the LODGroup Component

### Changed
- Preparation pass for RTSSShadows to be supported by render graph.
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Expand Up @@ -382,6 +382,10 @@ public HDRenderPipeline(HDRenderPipelineAsset asset, HDRenderPipelineAsset defau

SetRenderingFeatures();

// Initialize lod settings with the low quality settings (for the editor camera)
QualitySettings.lodBias = m_Asset.GetDefaultFrameSettings(FrameSettingsRenderType.Camera).GetResolvedLODBias(m_Asset);
QualitySettings.maximumLODLevel = m_Asset.GetDefaultFrameSettings(FrameSettingsRenderType.Camera).GetResolvedMaximumLODLevel(m_Asset);

// The first thing we need to do is to set the defines that depend on the render pipeline settings
m_RayTracingSupported = GatherRayTracingSupport(m_Asset.currentPlatformRenderPipelineSettings);

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