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[7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) #128

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Apr 15, 2020
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -40,6 +40,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fix for range compression factor for probes going negative (now clamped to positive values).
- Fixed path validation when creating new volume profile (case 1229933)
- Fixed various object leaks in HDRP.
- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996)

### Changed
- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.
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Original file line number Diff line number Diff line change
Expand Up @@ -55,13 +55,13 @@ static void OnShaderGraphSaved(Shader shader, object saveContext)

// Free the materials every 200 iterations, on big project loading all materials in memory can lead to a crash
if ((i % 200 == 0) && i != 0)
EditorUtility.UnloadUnusedAssetsImmediate(false);
EditorUtility.UnloadUnusedAssetsImmediate(true);
}
}
finally
{
EditorUtility.ClearProgressBar();
EditorUtility.UnloadUnusedAssetsImmediate(false);
EditorUtility.UnloadUnusedAssetsImmediate(true);
}
}
}
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