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Hd/fix light sync outside of hdrp (#5159)
* Prevent any unwanted light sync when not in HDRP * Update CHANGELOG.md
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -303,6 +303,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed parameter ranges in HDRP Asset settings.
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- Fixed CPU performance of decal projectors, by a factor of %100 (walltime) on HDRP PS4, by burstifying decal projectors CPU processing.
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- Only display HDRP Camera Preview if HDRP is the active pipeline (case 1350767).
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- Prevent any unwanted light sync when not in HDRP (case 1217575)
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### Changed
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- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard

com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs

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@@ -2496,6 +2496,10 @@ private void Start()
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// TODO: There are a lot of old != current checks and assignation in this function, maybe think about using another system ?
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void LateUpdate()
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{
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// Prevent any unwanted sync when not in HDRP (case 1217575)
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if (HDRenderPipeline.currentPipeline == null)
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return;
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// We force the animation in the editor and in play mode when there is an animator component attached to the light
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#if !UNITY_EDITOR
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if (!m_Animated)

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