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Fixed an error about procedural sky being logged by mistake. (#273)
* Fixed an error about procedural sky being logged by mistake. * Update changelog
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -564,6 +564,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155)
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- Fixed shader warning in PCSS code when using Vulkan.
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- Fixed decal that aren't working without Metal and Ambient Occlusion option enabled.
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- Fixed an error about procedural sky being logged by mistake.
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### Changed
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- Improve MIP selection for decals on Transparents

com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs

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@@ -11,7 +11,7 @@ namespace UnityEngine.Rendering.HighDefinition
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public sealed class VisualEnvironment : VolumeComponent
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{
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/// <summary>Type of sky that should be used for rendering.</summary>
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public IntParameter skyType = new IntParameter(0);
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public NoInterpIntParameter skyType = new NoInterpIntParameter(0);
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/// <summary>Defines the way the ambient probe should be computed.</summary>
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public SkyAmbientModeParameter skyAmbientMode = new SkyAmbientModeParameter(SkyAmbientMode.Static);
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