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Fix issue with capture callback (now includes post processing results) (#3035)
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -35,6 +35,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed timing issues with accumulation motion blur
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- Fixed an issue with the frame count management for the volumetric fog (case 1299251).
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- Fixed issue with shadow mask and area lights.
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- Fixed an issue with the capture callback (now includes post processing results).
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### Changed
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- Removed the material pass probe volumes evaluation mode.

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs

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@@ -276,7 +276,7 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest,
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// Because of this, we need another blit here to the final render target at the right viewport.
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if (!HDUtils.PostProcessIsFinalPass(hdCamera) || aovRequest.isValid)
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{
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hdCamera.ExecuteCaptureActions(m_RenderGraph, colorBuffer);
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hdCamera.ExecuteCaptureActions(m_RenderGraph, postProcessDest);
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postProcessDest = RenderDebug(m_RenderGraph,
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hdCamera,

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