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fix changelog (#193)
* Update changelog * fix changeog
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com.unity.render-pipelines.core/CHANGELOG.md

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- Fix LookDev's camera button layout.
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- Fix LookDev's layout vanishing on domain reload.
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### Added
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- Add rough version of ContextualMenuDispatcher to solve conflict amongst SRP.

com.unity.render-pipelines.high-definition-config/CHANGELOG.md

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com.unity.render-pipelines.high-definition/CHANGELOG.md

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- Debug exposure in debug menu have been replace to debug exposure compensation in EV100 space and is always visible.
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- Cookie are now supported in lightmaper. All lights casting cookie and baked will now include cookie influence.
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com.unity.render-pipelines.lightweight/CHANGELOG.md

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### Fixed
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- Fixed a typo in the `CombinedShapeLightShared` shader include that resulted in an invalid file reference.

com.unity.render-pipelines.universal/CHANGELOG.md

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- Fixed an issue where Scene objects might be incorrectly affected by 2D Lights from a previous Sorting Layer.
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- Fixed an issue where errors would appear in the Console when entering Play Mode with a 2D Light selected in the Hierarchy. [Case 1226918](https://issuetracker.unity3d.com/issues/errors-appear-in-the-console-when-global-2d-light-is-selected-in-hierarchy)
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### Added
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- Added the option to strip Terrain hole Shader variants.
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- Added support for additional Directional Lights. The amount of additional Directional Lights is limited by the maximum Per-object Lights in the Render Pipeline Asset.

com.unity.shadergraph/CHANGELOG.md

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- Fixed an issue where you could not select a custom mesh for the master preview [1205791](https://issuetracker.unity3d.com/product/unity/issues/guid/1205791/)
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- Fixed NaN issue in triplanar SG node when blend goes to 0.
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- Fixed a bug where fog density node always returns 0 in the shader preview window when connected to an Unlit Master node.
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- Added samples for Procedural Patterns to the package.

com.unity.visualeffectgraph/CHANGELOG.md

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- renamed soft particle fade distance, made attributes adding text, add in tooltip not label
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- Fix for nesting of VFXSubgraphContexts
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- Runtime compilation now compiles correctly when constant folding several texture ports that reference the same texture [Case 1193602](https://issuetracker.unity3d.com/issues/output-shader-errors-when-compiling-the-runtime-shader-of-a-lit-output-with-exposed-but-unassigned-additional-maps)
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- Fix space issues with blocks and operators taking a camera as input
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- Generated shaderName are now consistent with displayed system names
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- Tooltips for Attributes

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