Removed sunlight from baking sky computation
UpdateSkyTypes();
UpdateCurrentSkySettings(camera);
m_NeedUpdateBakingSky = m_BakingSkyRenderingContext.UpdateEnvironment(m_BakingSky, camera, sunLight, m_UpdateRequired, cmd);
// For the baking sky, we don't want to take the sun into account because we usually won't include it (this would cause double highlight in the reflection for example).
// So we pass null so that's it doesn't affect the hash and the rendering.
m_NeedUpdateBakingSky = m_BakingSkyRenderingContext.UpdateEnvironment(m_BakingSky, camera, null, m_UpdateRequired, cmd);
SkyUpdateContext currentSky = m_LightingOverrideSky.IsValid() ? m_LightingOverrideSky : m_VisualSky;
m_NeedUpdateRealtimeEnv = m_SkyRenderingContext.UpdateEnvironment(currentSky, camera, sunLight, m_UpdateRequired, cmd);