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FrancescoC-unitysebastienlagarde
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Re-enable cubemap thumbnail gen only for d3d11 #487
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -87,6 +87,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- VFX: Motion Vector are correctly renderered with MSAA [Case 1240754](https://issuetracker.unity3d.com/product/unity/issues/guid/1240754/)
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- Fixed error when undo a Reflection Probe removal in a prefab instance. (case 1244047)
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- Fixed various multi-editing issues when changing Emission parameters.
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- Fixed issue that prevented cubemap thumbnails from rendering (only on D3D11 and Metal).
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### Changed
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- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.

com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs

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@@ -233,7 +233,12 @@ public override Texture2D RenderStaticPreview(string assetPath, Object[] subAsse
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m_PreviewUtility.ambientColor = Color.black;
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m_PreviewUtility.BeginStaticPreview(new Rect(0, 0, width, height));
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m_PreviewUtility.DrawMesh(sphereMesh, Matrix4x4.identity, previewMaterial, 0);
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m_PreviewUtility.camera.Render();
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// TODO: For now the following line is D3D11 + Metal only as it cause out of memory on both DX12 and Vulkan API.
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// We will need to invest time to understand what is happening
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// For now priority is to enable Yamato platform automation
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// This mean that cubemap icon will render incorrectly on anything but D3D11
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if(SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal)
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m_PreviewUtility.camera.Render();
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var outTexture = m_PreviewUtility.EndStaticPreview();
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