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HDRenderLoop: Re-Enable DynamicGI.UpdateEnvironment();
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Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs

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@@ -297,6 +297,8 @@ public void RenderSky(Camera camera, SkyParameters skyParameters, RenderTargetId
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{
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// Trigger a rebuild of cubemap / convolution
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// TODO: can we have some kind of hash value here ? +> use or override GetHashCode() + include a refresh rate value in parameters
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// TODO: we could apply multiplier/exposure and rotation on the final result (i.e on the sky ibl and on lightprobe / lightmap, but can be tricky as Unity seems to merge sky information with
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// other lighting into SH / lightmap.
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if (skyParameters.skyResolution != m_bakedSkyParameters.skyResolution ||
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skyParameters.exposure != m_bakedSkyParameters.exposure ||
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skyParameters.rotation != m_bakedSkyParameters.rotation ||
@@ -316,7 +318,7 @@ public void RenderSky(Camera camera, SkyParameters skyParameters, RenderTargetId
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RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox; // Force skybox for our HDRI
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RenderSettings.reflectionIntensity = 1.0f;
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RenderSettings.customReflection = null;
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//DynamicGI.UpdateEnvironment();
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DynamicGI.UpdateEnvironment();
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}
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// Cleanup all this...

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