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Fix PBR Accumulation for 10.6 (#5991)
* Fix PBR Accumulation for 10.6 * Add ChangeLog
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -154,6 +154,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed undo of some properties on light editor.
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- Fixed material Emission properties not begin animated when recording an animation (case 1328108).
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- Fixed issue with velocity rejection when using physically-based DoF
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- Fixed SSR PBR Accumulation algorithm, which was constantly cleared
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### Changed
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- Reduced the maximal number of bounces for both RTGI and RTR (case 1318876).

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

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@@ -542,8 +542,13 @@ TextureHandle RenderSSR( RenderGraph renderGraph,
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if (!hdCamera.colorPyramidHistoryIsValid)
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{
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hdCamera.colorPyramidHistoryIsValid = true; // For the next frame...
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hdCamera.colorPyramidHistoryValidFrames = 0;
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result = renderGraph.defaultResources.blackTextureXR;
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}
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else
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{
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hdCamera.colorPyramidHistoryValidFrames++;
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}
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}
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PushFullScreenDebugTexture(renderGraph, result, transparent ? FullScreenDebugMode.TransparentScreenSpaceReflections : FullScreenDebugMode.ScreenSpaceReflections);

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