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Fix nullref (#3460)
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -26,6 +26,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed model import by adding additional data if needed.
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- Fix screen being over-exposed when changing very different skies.
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- Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix.
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- Fixed nullref in layered lit shader editor.
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### Changed
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- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard

com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs

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@@ -348,7 +348,7 @@ public static void InitializeMaterialLayers(AssetImporter materialImporter, ref
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layers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material;
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}
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}
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if (layersGUID.withUV.Length > 0)
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if (layersGUID.withUV != null && layersGUID.withUV.Length > 0)
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{
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withUV = new bool[layersGUID.withUV.Length];
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for (int i = 0; i < layersGUID.withUV.Length; ++i)

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