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Fix emissive mesh layer mask behaviour (#1062)
* Update emissive game object layer mask on validation * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -710,6 +710,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed Sorting Priority not displayed correctly in the DrawRenderers custom pass UI.
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- Fixed glitch in Project settings window when selecting diffusion profiles in material section (case 1253090)
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- Fixed issue with light layers bigger than 8 (and above the supported range).
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- Fixed issue with culling layer mask of area light's emissive mesh
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### Changed
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- Improve MIP selection for decals on Transparents

com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs

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@@ -2507,6 +2507,11 @@ void OnValidate()
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RefreshCachedShadow();
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if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null))
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{
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emissiveMeshRenderer.gameObject.layer = m_AreaLightEmissiveMeshLayer;
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}
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#if UNITY_EDITOR
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// If modification are due to change on prefab asset, we want to have prefab instances to self-update, but we cannot check in OnValidate if this is part of
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// prefab instance. So we delay the check on next update (and before teh LateUpdate logic)

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