Skip to content

[Backport 8.x.x] Fixed an error about procedural sky being logged by mistake. #308

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 3 commits into from
May 6, 2020
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
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 @@ -12,6 +12,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed a performance issue with stochastic ray traced area shadows.
- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.
- Fixed a null ref exception in static sky when the default volume profile is invalid.
- Fixed an error about procedural sky being logged by mistake.

### Changed
- Shadowmask and realtime reflection probe property are hide in Quality settings
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ namespace UnityEngine.Rendering.HighDefinition
public sealed class VisualEnvironment : VolumeComponent
{
/// <summary>Type of sky that should be used for rendering.</summary>
public IntParameter skyType = new IntParameter(0);
public NoInterpIntParameter skyType = new NoInterpIntParameter(0);
/// <summary>Defines the way the ambient probe should be computed.</summary>
public SkyAmbientModeParameter skyAmbientMode = new SkyAmbientModeParameter(SkyAmbientMode.Static);

Expand Down