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Fix Light Intensity UI Prefab Override Application (1299563) #3061

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Jan 14, 2021
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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 @@ -10,6 +10,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed GC allocations from XR occlusion mesh when using multipass.
- Fixed XR depth copy when using MSAA.
- Fixed after post process custom pass scale issue when dynamic resolution is enabled (case 1299194).
- Fixed an issue with light intensity prefab override application not visible in the inspector (case 1299563).

### Changed
- Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356).
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Original file line number Diff line number Diff line change
Expand Up @@ -599,11 +599,18 @@ static void DrawLightIntensityGUILayout(SerializedHDLight serialized, Editor own
Rect labelRect = lineRect;
labelRect.width = EditorGUIUtility.labelWidth;

// Expand to reach both lines of the intensity field.
var interlineOffset = EditorGUIUtility.singleLineHeight + 2f;
labelRect.height += interlineOffset;

//handling of prefab overrides in a parent label
GUIContent parentLabel = s_Styles.lightIntensity;
parentLabel = EditorGUI.BeginProperty(labelRect, parentLabel, serialized.intensity);
parentLabel = EditorGUI.BeginProperty(labelRect, parentLabel, serialized.lightUnit);
parentLabel = EditorGUI.BeginProperty(labelRect, parentLabel, serialized.intensity);
{
// Restore the original rect for actually drawing the label.
labelRect.height -= interlineOffset;

EditorGUI.LabelField(labelRect, parentLabel);
}
EditorGUI.EndProperty();
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