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Make sky shadow multi compile global instead of local #6838

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Jan 25, 2022
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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 @@ -103,6 +103,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue where changes to APV baking set lists were not saved.
- Fixed Normal Map assignation when importing FBX Materials.
- Fixed sky jittering when TAA is enabled
- Fixed issue with HDRI Sky and shadow filtering quality set to high.

### Changed
- Converted most TGA textures files to TIF to reduce the size of HDRP material samples.
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Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ Shader "Hidden/HDRP/Sky/HDRISky"
#pragma multi_compile_local_fragment _ USE_FLOWMAP

#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_local_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH
#pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH

#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST

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