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Fixed an usage of a a compute buffer not bound (1229964) (#27)
Co-authored-by: Anis <anis@unity3d.com>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -78,6 +78,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fix for issue that prevented scene from being completely saved when baked reflection probes are present and lighting is set to auto generate.
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- Fixed the depth buffer copy made before custom pass after opaque and normal injection point.
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- Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).
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- Fixed an usage of a a compute buffer not bound (1229964)
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### Changed
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- Renamed the cubemap used for diffuse convolution to a more explicit name for the memory profiler.

com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs

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@@ -3150,7 +3150,8 @@ void BuildGPULightListsCommon(HDCamera hdCamera, CommandBuffer cmd)
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// Note we clear the whole content and not just the header since it is fast enough, happens only in one frame and is a bit more robust
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// to changes to the inner workings of the lists.
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// Also, we clear all the lists and to be resilient to changes in pipeline.
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ClearLightList(hdCamera, cmd, resources.tileAndClusterData.bigTileLightList);
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if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass))
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ClearLightList(hdCamera, cmd, resources.tileAndClusterData.bigTileLightList);
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ClearLightList(hdCamera, cmd, resources.tileAndClusterData.lightList);
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ClearLightList(hdCamera, cmd, resources.tileAndClusterData.perVoxelOffset);
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