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Paused motion blur artifact in built-in post processing stack v2

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Hello! When adding a motion blur effect using the built-in render pipeline and the post processing stack v2 from the package manager, if you pause the game and then move something there is an interesting artifacting that happens. From just basic debugging it's clear that both the Render function in the motionblur.cs script as well as the motionblur shader are running every frame despite the game being paused. But this artifacting does *not* happen when the game is running, so clearly there's something different. What is the thing that's different? There must be a framebuffer or something that is being drawn upon that is not updating because the game is paused by my debugging thus far has not been able to locate what that is. Any tips in the right direction? I just want to understand this better! Thanks! Zach

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