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Fix issue with dynamic resolution and CAS + issue with dynamic resolution updating while not in playmode #827

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Original file line number Diff line number Diff line change
Expand Up @@ -80,7 +80,7 @@ static private float DefaultDynamicResMethod()

private void ProcessSettings(GlobalDynamicResolutionSettings settings)
{
m_Enabled = settings.enabled;
m_Enabled = settings.enabled && (Application.isPlaying || settings.forceResolution);
if (!m_Enabled)
{
m_CurrentFraction = 1.0f;
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2 changes: 2 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -663,6 +663,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fix reflection probe frame settings override
- Fixed certain shadow bias artifacts present in volumetric lighting (case 1231885).
- Fixed area light cookie not updated when switch the light type from a spot that had a cookie.
- Fixed issue with dynamic resolution updating when not in play mode.
- Fixed issue with Contrast Adaptive Sharpening upsample mode and preview camera.

### Changed
- Improve MIP selection for decals on Transparents
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Original file line number Diff line number Diff line change
Expand Up @@ -1559,7 +1559,7 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c
HDAdditionalCameraData hdCam;
if (camera.TryGetComponent<HDAdditionalCameraData>(out hdCam))
{
cameraRequestedDynamicRes = hdCam.allowDynamicResolution;
cameraRequestedDynamicRes = hdCam.allowDynamicResolution && camera.cameraType == CameraType.Game;

// We are in a case where the platform does not support hw dynamic resolution, so we force the software fallback.
// TODO: Expose the graphics caps info on whether the platform supports hw dynamic resolution or not.
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