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victor-unitysebastienlagarde
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optimize Shadow RT load on Tile based architecture platforms. (#4791)
* optimize Shadow RT load on Tile based architecture platforms. RenderBufferLoadAction Load is expensive as it keeps the RT in tile. * Update CHANGELOG.md
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -90,6 +90,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Disable Physically Based Sky below ground
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- Increase max limit of area light and reflection probe to 128
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- Change default texture for detailmap to grey
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- Optimize Shadow RT load on Tile based architecture platforms.
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## [7.1.1] - 2019-09-05
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com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAtlas.cs

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@@ -506,7 +506,7 @@ static void RenderShadows( RenderShadowsParameters parameters,
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ScriptableRenderContext renderContext,
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CommandBuffer cmd)
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{
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cmd.SetRenderTarget(atlasRenderTexture);
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cmd.SetRenderTarget(atlasRenderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
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cmd.SetGlobalVector(parameters.atlasSizeShaderID, new Vector4(atlasRenderTexture.rt.width, atlasRenderTexture.rt.height, 1.0f / atlasRenderTexture.rt.width, 1.0f / atlasRenderTexture.rt.height));
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// Clear the whole atlas to avoid garbage outside of current request when viewing it.

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