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Fix issues with light layers issues when editing multiple lights #3323

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Feb 3, 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 @@ -18,6 +18,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed various issues with non-temporal SSAO and rendergraph.
- Fix screen being over-exposed when changing very different skies.
- White flashes on camera cuts on volumetric fog.
- Fixed light layer issue when performing editing on multiple lights.

### 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 @@ -228,7 +228,7 @@ static void DrawGeneralAdditionalContent(SerializedHDLight serialized, Editor ow
EditorGUILayout.PropertyField(serialized.lightlayersMask, s_Styles.lightLayer);

// If we're not in decoupled mode for light layers, we sync light with shadow layers:
if (serialized.linkLightLayers.boolValue && change.changed)
if (serialized.linkLightLayers.boolValue && change.changed && !serialized.lightlayersMask.hasMultipleDifferentValues)
SyncLightAndShadowLayers(serialized, owner);
}
}
Expand Down Expand Up @@ -1199,7 +1199,7 @@ static void DrawShadowMapAdditionalContent(SerializedHDLight serialized, Editor
if (change.changed)
Undo.RecordObjects(owner.targets, "Undo Light Layers Changed");
}
if (!serialized.linkLightLayers.hasMultipleDifferentValues)
if (!serialized.linkLightLayers.hasMultipleDifferentValues && !serialized.lightlayersMask.hasMultipleDifferentValues)
{
using (new EditorGUI.DisabledGroupScope(serialized.linkLightLayers.boolValue))
{
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