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- Fixed the ray tracing acceleration structure build marker not being included in the ray tracing stats (case 1379383). #6277

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Nov 24, 2021
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10 changes: 1 addition & 9 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -20,15 +20,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed Focus distance in path traced depth of field now takes into account the focus mode setting (volume vs camera).
- Fixed stencil buffer resolve when MSAA is enabled so that OR operator is used instead of picking the last sample.
- Fixed Lens Flare visible when being behind a camera with Panini Projection on (case 1370214);
- Fixed some XR devices: Pulling camera world space position from mainViewConstants instead of transform.
- Fixed Xbox Series X compilation issue with DoF shader
- Fixed references to reflection probes that wouldn't be cleared when unloading a scene. (case 1357459)
- Fixed issue with Stacklit raytrace reflection
- Fixed various issues with using SSR lighting with IBL fallback for Lit shader with clear coat(case 1380351)
- Fixed stackLit coat screen space reflection and raytrace reflection light hierarchy and IBL fallback
- Fixed compilation errors from Path Tracing on the PS5 build.
- Fixed custom shader GUI for material inspector.
- Fixed custom pass utils Blur and Copy functions in XR.
- Fixed the ray tracing acceleration structure build marker not being included in the ray tracing stats (case 1379383).

### Changed
- Optimizations for the physically based depth of field.
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Original file line number Diff line number Diff line change
Expand Up @@ -816,6 +816,7 @@ void EnableProfilingRecordersRT()

m_RecordedSamplersRT.Add(HDProfileId.RaytracingBuildCluster);
m_RecordedSamplersRT.Add(HDProfileId.RaytracingCullLights);
m_RecordedSamplersRT.Add(HDProfileId.RaytracingBuildAccelerationStructure);

// Ray Traced Reflections
m_RecordedSamplersRT.Add(HDProfileId.RaytracingReflectionDirectionGeneration);
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