### Changed, Removals and deprecations
- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset
- Default number of planar reflection change from 4 to 2
- Rename _MainDepthTexture to _CameraDepthTexture
### Bug fixes
- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior
float raySampleDepth = startDepth + rayDepth * sampleStep;
// Depth buffer depth for this sample
float sampleDepth = LOAD_TEXTURE2D(_CameraDepthTexture, sampleUV).x;
bool Hit = false;
float depthDiff = sampleDepth - raySampleDepth;
// ----------------------------------------------------------------------------
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
// Main lightmap
TEXTURE2D(unity_Lightmap);