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Fix nullref in layered lit editor #3460

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Feb 10, 2021
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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 @@ -26,6 +26,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed model import by adding additional data if needed.
- Fix screen being over-exposed when changing very different skies.
- Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix.
- Fixed nullref in layered lit shader editor.

### Changed
- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard
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Original file line number Diff line number Diff line change
Expand Up @@ -348,7 +348,7 @@ public static void InitializeMaterialLayers(AssetImporter materialImporter, ref
layers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material;
}
}
if (layersGUID.withUV.Length > 0)
if (layersGUID.withUV != null && layersGUID.withUV.Length > 0)
{
withUV = new bool[layersGUID.withUV.Length];
for (int i = 0; i < layersGUID.withUV.Length; ++i)
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