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Enable Transparent Depth Pre/Post Pass for HDRP Hair Shader Graph #6496

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Dec 6, 2021
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3 changes: 2 additions & 1 deletion com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Changed sample scene in HDRP material samples: add shadow transparency (raster, ray-traced, path-traced).
- Support for encoded HDR cubemaps, configurable via the HDR Cubemap Encoding project setting.
- The rendering order of decals that have a similar draw order value was modified. The new order should be the reverse of the previous order.
- Fixed default value of "Distortion Blur" from 1 to 0 according to the doc.

### Fixed
- Fixed some XR devices: Pulling camera world space position from mainViewConstants instead of transform.
Expand Down Expand Up @@ -58,6 +57,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed a nullref when enabling raycount without ray tracing.
- Fixed error thrown when layered lit material has an invalid material type.
- Fixed HDRP build issues with DOTS_INSTANCING_ON shader variant.
- Fixed default value of "Distortion Blur" from 1 to 0 according to the doc.
- Fixed Transparent Depth Pre/Post pass by default for the built-in HDRP Hair shader graph.

## [13.1.2] - 2021-11-05

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