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Increase max limit in UX of lights (#702)
* Raise the max for lights * Update CHANGELOG.md
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -761,6 +761,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Changed default exposure compensation to 0.
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- Refactored shadow caching system.
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- Removed experimental namespace for ray tracing code.
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- Increase limit for max numbers of lights in UX
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## [7.1.1] - 2019-09-05
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com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs

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@@ -264,12 +264,12 @@ internal struct ProcessedProbeData
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public partial class HDRenderPipeline
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{
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internal const int k_MaxCacheSize = 2000000000; //2 GigaByte
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internal const int k_MaxDirectionalLightsOnScreen = 16;
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internal const int k_MaxPunctualLightsOnScreen = 512;
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internal const int k_MaxAreaLightsOnScreen = 128;
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internal const int k_MaxDecalsOnScreen = 512;
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internal const int k_MaxDirectionalLightsOnScreen = 512;
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internal const int k_MaxPunctualLightsOnScreen = 2048;
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internal const int k_MaxAreaLightsOnScreen = 1024;
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internal const int k_MaxDecalsOnScreen = 2048;
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internal const int k_MaxLightsOnScreen = k_MaxDirectionalLightsOnScreen + k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnScreen + k_MaxEnvLightsOnScreen;
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internal const int k_MaxEnvLightsOnScreen = 128;
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internal const int k_MaxEnvLightsOnScreen = 1024;
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internal static readonly Vector3 k_BoxCullingExtentThreshold = Vector3.one * 0.01f;
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#if UNITY_SWITCH

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