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Fixed baked light being included into the ray tracing light cluster (case 1296203). #2915

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Dec 17, 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 @@ -27,6 +27,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed computation of geometric normal in path tracing (case 1293029).
- Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234).
- Fixed the default background color for previews to use the original color.
- Fixed baked light being included into the ray tracing light cluster (case 1296203).

### Changed
- Removed the material pass probe volumes evaluation mode.
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Original file line number Diff line number Diff line change
Expand Up @@ -265,8 +265,14 @@ void BuildGPULightVolumes(HDCamera hdCamera, HDRayTracingLights rayTracingLights
if (currentLight != null)
{
Light light = currentLight.gameObject.GetComponent<Light>();
if (light == null || !light.enabled) continue;
if (light == null || !light.enabled)
continue;

// If the light is flagged as baked and has been effectively been baked, we need to skip it and not add it to the light cluster
if (light.lightmapBakeType == LightmapBakeType.Baked && light.bakingOutput.isBaked)
continue;

// If this light should not be included when ray tracing is active on the camera, skip it
if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && !currentLight.includeForRayTracing)
continue;

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