diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 54c9ce8cf50..588e419a68d 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -12,6 +12,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed a performance issue with stochastic ray traced area shadows.
- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.
- Fixed a null ref exception in static sky when the default volume profile is invalid.
+- Fixed an error about procedural sky being logged by mistake.
### Changed
- Shadowmask and realtime reflection probe property are hide in Quality settings
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs
index 531e03b333f..94618852e64 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs
@@ -11,7 +11,7 @@ namespace UnityEngine.Rendering.HighDefinition
public sealed class VisualEnvironment : VolumeComponent
{
/// Type of sky that should be used for rendering.
- public IntParameter skyType = new IntParameter(0);
+ public NoInterpIntParameter skyType = new NoInterpIntParameter(0);
/// Defines the way the ambient probe should be computed.
public SkyAmbientModeParameter skyAmbientMode = new SkyAmbientModeParameter(SkyAmbientMode.Static);