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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -128,6 +128,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed HDRP material being constantly dirty.
- Fixed issue in path tracing, where objects would cast shadows even if not present in the path traced layers (case 1318857).
- Fixed SRP batcher not compatible with Decal (case 1311586)
- Fixed wrong color buffer being bound to pre refraction custom passes.

### Changed
- Removed the material pass probe volumes evaluation mode.
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Expand Up @@ -944,9 +944,9 @@ TextureHandle RenderTransparency(RenderGraph renderGraph,

// TODO RENDERGRAPH: Remove this when we properly convert custom passes to full render graph with explicit color buffer reads.
// To allow users to fetch the current color buffer, we temporarily bind the camera color buffer
SetGlobalColorForCustomPass(renderGraph, currentColorPyramid);

SetGlobalColorForCustomPass(renderGraph, colorBuffer);
RenderCustomPass(m_RenderGraph, hdCamera, colorBuffer, prepassOutput, customPassCullingResults, cullingResults, CustomPassInjectionPoint.BeforePreRefraction, aovRequest, aovCustomPassBuffers);
SetGlobalColorForCustomPass(renderGraph, currentColorPyramid);

// Render pre-refraction objects
RenderForwardTransparent(renderGraph, hdCamera, colorBuffer, normalBuffer, prepassOutput, vtFeedbackBuffer, volumetricLighting, ssrLightingBuffer, null, lightLists, shadowResult, cullingResults, true);
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