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Fix for potentially corrupted refraction result on xbox #1699

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Sep 9, 2020
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -64,6 +64,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue with updating the compositor output when not in play mode (case 1266216)
- Fixed warning with area mesh (case 1268379)
- Fixed issue with diffusion profile not being updated upon reset of the editor.
- Fixed an issue that lead to corrupted refraction in some scenarios on xbox.

### Changed
- Preparation pass for RTSSShadows to be supported by render graph.
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Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,9 @@ float IntersectSphereProxy(EnvLightData lightData, float3 dirPS, float3 position
{
float sphereOuterDistance = lightData.proxyExtents.x;
float projectionDistance = IntersectRaySphereSimple(positionPS, dirPS, sphereOuterDistance);
projectionDistance = IsNaN(projectionDistance) ? -1.0f : projectionDistance; // Note that because we use IntersectRaySphereSimple, in case of a ill-set proxy, it could be that
// the determinant in the ray-sphere intersection code ends up negative, leading to a NaN.
// Rather than complicating the IntersectRaySphereSimple or switching to a more complex case, we cover that case this way.
projectionDistance = max(projectionDistance, lightData.minProjectionDistance); // Setup projection to infinite if requested (mean no projection shape)

return projectionDistance;
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