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pmavridissebastienlagarde
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[HDRP] Fix issue with dynamic RendererList culling option getting ignored #6659
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com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs

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@@ -649,6 +649,7 @@ public RenderGraphExecution RecordAndExecute(in RenderGraphParameters parameters
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m_CurrentFrameIndex = parameters.currentFrameIndex;
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m_CurrentExecutionName = parameters.executionName != null ? parameters.executionName : "RenderGraphExecution";
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m_HasRenderGraphBegun = true;
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m_RendererListCulling = parameters.rendererListCulling;
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m_Resources.BeginRenderGraph(m_ExecutionCount++);
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -18,6 +18,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed a crash with render graph viewer when render graph is not provided with an execution name.
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- Fixed Tile/Cluster Debug in the Rendering Debugger for Decal and Local Volumetric Fog
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- Fixed the behavior the max ray length for recursive rendering to match RTR and rasterization.
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- Fixed issue with automatic RendererList culling option getting ignored (case 1388854).
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## [13.1.4] - 2021-12-04
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