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Fix default volume profile collapse #138

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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 @@ -537,6 +537,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).
- Fixed white flash happening with auto-exposure in some cases (case 1223774)
- Fixed NaN which can appear with real time reflection and inf value
- Fixed an issue that was collapsing the volume components in the HDRP default settings

### Changed
- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled
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Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ public class Styles
ReorderableList m_BeforeTransparentCustomPostProcesses;
ReorderableList m_BeforePostProcessCustomPostProcesses;
ReorderableList m_AfterPostProcessCustomPostProcesses;
int m_CurrentVolumeProfileHash;
int m_CurrentVolumeProfileInstanceID;

public void OnGUI(string searchContext)
{
Expand Down Expand Up @@ -209,9 +209,9 @@ void Draw_VolumeInspector()
EditorGUILayout.EndHorizontal();

// The state of the profile can change without the asset reference changing so in this case we need to reset the editor.
if (m_CurrentVolumeProfileHash != asset.GetHashCode() && m_CachedDefaultVolumeProfileEditor != null)
if (m_CurrentVolumeProfileInstanceID != asset.GetInstanceID() && m_CachedDefaultVolumeProfileEditor != null)
{
m_CurrentVolumeProfileHash = asset.GetHashCode();
m_CurrentVolumeProfileInstanceID = asset.GetInstanceID();
m_CachedDefaultVolumeProfileEditor = null;
}

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