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Merged
merged 91 commits into from
Apr 8, 2020
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7bbf2b3
[8.x.x Backport]Fixed the MaxLightCount being display when the light …
anisunity Mar 17, 2020
b7d1529
[8.x.x Backport] Update documentation to mention more explicitely the…
anisunity Mar 17, 2020
409f4df
[8.x.x Backport] Make subsection in decal debug menu to specify "affe…
FrancescoC-unity Mar 17, 2020
22acc8c
Support cookie on light backing for Disc Area Light #6138
skhiat Mar 17, 2020
bef451e
Hdrp /lookdev/fix crash on adding volume as viewed game object #6129
RSlysz Mar 17, 2020
c1d7ea1
fixed changelog
sebastienlagarde Mar 17, 2020
5c316e3
Add smoothness remark (#6226)
FrancescoC-unity Mar 17, 2020
ea21c80
Removed legacy VR code from HDRP #5923
fabien-unity Mar 17, 2020
daeb5fd
Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef…
fabien-unity Mar 17, 2020
e13c586
Improve light clipping and culling #2 #4711
EvgeniiG Mar 17, 2020
5542b5b
Hdrp/fix/decal material ui errors #6225
alelievr Mar 17, 2020
c698ea4
Fix z-fighting in sceneview when scene lighting is off (#6213)
pmavridis Mar 17, 2020
cb56b4f
Update CHANGELOG.md
sebastienlagarde Mar 17, 2020
52bf1d5
Mention default post processing in default volumes. (#6233)
FrancescoC-unity Mar 17, 2020
98c6578
Fix cubemap inspector so that thumbnail for cubemap work #6231
FrancescoC-unity Mar 17, 2020
5d5afe0
- Fix an exception in ray tracing that happens if two LOD levels are …
anisunity Mar 17, 2020
fe0c42a
[Backport 8.x.x] Fix some typos in the debug menu (#6249)
FrancescoC-unity Mar 18, 2020
9978787
Added debug exposure to light hierarchy debug. (#6216)
JulienIgnace-Unity Mar 18, 2020
8e09b16
- Rejecting history for ray traced reflections based on a threshold e…
anisunity Mar 18, 2020
bd908e4
Clearer naming of tile and cluster categories for environment lights …
FrancescoC-unity Mar 19, 2020
b48722e
Fix texture curve destroy (#6277)
alelievr Mar 19, 2020
dd858c6
Fixed an issue with refraction model and ray traced recursive renderi…
anisunity Mar 19, 2020
ae7c57f
fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light In…
sebastienlagarde Mar 19, 2020
9e00796
Fixed an issue where a dynamic sky changing any frame may not update …
JulienIgnace-Unity Mar 19, 2020
96a8968
Add XR setting to control camera jitter for temporal effects #6259
fabien-unity Mar 19, 2020
72f952d
fix unreachable code in TextureXR.useTexArray (#6260)
fabien-unity Mar 19, 2020
2d70b64
Deprecate Utilities namespace #6219
fredericv-unity3d Mar 19, 2020
bb430d6
Fix issue on thumbnail generation so that no error on new project and…
FrancescoC-unity Mar 19, 2020
1f7c317
Update CHANGELOG.md
sebastienlagarde Mar 19, 2020
31f052b
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Mar 19, 2020
f8d575e
[8.x.x Backport] Partial fix LookDev opened when CoreRP package reimp…
RSlysz Mar 24, 2020
adf5c8f
[Backport 8.x.x] Hdrp/fix default volume switch (#6336)
JulienIgnace-Unity Mar 24, 2020
4a02d32
[Backport 8.x.x] Fixed an issue where AO override would not override …
JulienIgnace-Unity Mar 24, 2020
5e851ea
[Backport 8.x.x] Fixed an issue where Volume inspector might not refr…
JulienIgnace-Unity Mar 24, 2020
7b46c5d
Hdrp/fix material baked emission #5392
RSlysz Mar 25, 2020
9ecc3c4
Fixed volume components lifespan in the clipboard #5869
Chman Mar 13, 2020
225f724
Hdrp/fix/particle light shadows #6111
alelievr Mar 24, 2020
305a253
Bugfix: uncached reflection probe cameras were reseting the debug mod…
pmavridis Mar 24, 2020
ce5e527
Fix case in PBR sky where a camera below ground might invalidate resu…
FrancescoC-unity Mar 25, 2020
58c81b6
Hdrp/probe scale 1219246 (#6288)
skhiat Mar 24, 2020
98c3f8f
Update CHANGELOG.md
sebastienlagarde Mar 26, 2020
ed0969c
Split set rendering feature set and API validity check #6301
FrancescoC-unity Mar 24, 2020
0dbea13
Fix Render Texture with XR #6306
fabien-unity Mar 24, 2020
91e4b0d
Fix sRGB mismatch with XR SDK #6311
fabien-unity Mar 24, 2020
acea9c4
Fix XR single-pass with Mock HMD plugin #6313
fabien-unity Mar 24, 2020
9126531
Fix XR culling with multiple cameras #6314
fabien-unity Mar 24, 2020
86f417a
Add custom pass opaque rendering error message #6330
alelievr Mar 24, 2020
446ba01
Update Light-Component.md (#6332)
JordanL8 Mar 24, 2020
fe78aa7
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Mar 26, 2020
0f33375
Update CHANGELOG.md
sebastienlagarde Mar 26, 2020
7ab67dd
Update TextureCurve.cs
sebastienlagarde Mar 26, 2020
3fa39ef
fix merge issue
sebastienlagarde Mar 25, 2020
b0731ec
Merge branch '8.x.x/hd/staging' of https://github.com/Unity-Technolog…
sebastienlagarde Mar 26, 2020
373646a
Update CHANGELOG.md
sebastienlagarde Mar 26, 2020
5eb72bc
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Mar 26, 2020
67e2479
- Fixed an issue related to the envlightdatasrt not being bound in re…
anisunity Mar 27, 2020
35eaf83
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Mar 27, 2020
bbbc325
First pass of light loop optimizations (still single threaded) (#6367…
FrancescoC-unity Mar 27, 2020
d2c36b4
Catch and handle NRefactory parser exceptions (#6392)
vlad-andreev Mar 27, 2020
926dd50
Avoid negative input to sqrt() (#6397)
ChristianF-ARM Mar 27, 2020
9c1cddc
Refreshed the GUIDs for additional post processing data to avoid conf…
Chman Mar 27, 2020
6317ca3
Added known issues page (#6447)
JordanL8 Mar 30, 2020
21f86db
Platform/playstation #6380
timcannellunity3d Mar 28, 2020
1e0901c
Shadow cascade tooltip fix (when using the metric mode) #6448
pmavridis Mar 30, 2020
be0bac0
Focus on Decal uses the extends of the projectors #6449
skhiat Mar 30, 2020
c22659b
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Mar 30, 2020
2ca7f4d
[8.x.x Backport] Fixed how the area light influence volume is compute…
anisunity Mar 31, 2020
23e8ba6
Fixed usage of light size data that are not available at runtime. (#6…
anisunity Apr 1, 2020
06dbd25
Changed the diffusion profile warning on the material to an info and …
anisunity Apr 1, 2020
283af98
Fix shadow tesselation culling (#6477)
alelievr Mar 31, 2020
7d5589f
Add option to disable XR rendering on the camera settings #6372
fabien-unity Apr 1, 2020
aa12bc4
Move scene view camera settings to camera settings window #6390
pmavridis Mar 31, 2020
7801cf0
Corrected typo and changed links to .md (#6414)
JordanL8 Mar 31, 2020
c520900
Hdrp /fix reset of HDAdditionalLightData #6453
RSlysz Apr 1, 2020
f251095
Fix null error when leaving debug menu #6467
sebastienlagarde Mar 31, 2020
581d6db
Hdrp /fix drag area width at left of light intensity #6471
RSlysz Apr 1, 2020
3246b8e
Fix issue with baked reflection probes constantly marked as dirty wi…
FrancescoC-unity Apr 1, 2020
b445a2f
Fix custom pass depth copy #6484
alelievr Apr 1, 2020
0d576ea
Hdrp /lookdev ui fixes #6491
RSlysz Apr 1, 2020
c3df4e1
Expose a debug constant in ShaderLab to make HDRP/Unlit SRP Batcher c…
JussiKnuuttila Apr 1, 2020
5c7d949
fix unused leftover (#6497)
RSlysz Apr 1, 2020
f6a0d33
Fix custom pass test reference images (#6512)
alelievr Apr 1, 2020
7d508c6
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Apr 2, 2020
f09e664
[8.x.x Backport] Fixed a weird behavior in the scalable settings draw…
anisunity Apr 3, 2020
182e74e
Fixed an usage of a a compute buffer not bound (1229964) (#27)
sebastienlagarde Apr 7, 2020
69d5bee
Removed wrongly serialized fields in StaticLightingSky (#6441)
JulienIgnace-Unity Apr 3, 2020
7a231fc
Fix issues in the post process system with RenderTexture being invali…
JulienIgnace-Unity Apr 3, 2020
1a7ff0a
Fixed an issue where changing the default volume profile from another…
JulienIgnace-Unity Apr 3, 2020
65d0145
Hdrp/docs/glossary f number (#6523)
JordanL8 Apr 2, 2020
942b319
path validation when creating new volume profile (#36)
sebastienlagarde Apr 7, 2020
d15725c
Clamp probes compression factor to 0 #19
FrancescoC-unity Apr 7, 2020
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Original file line number Diff line number Diff line change
Expand Up @@ -16,24 +16,24 @@ namespace UnityEditor.Rendering
/// in the inspector:
/// <code>
/// using UnityEngine.Rendering;
///
///
/// [CustomEditor(typeof(VolumeProfile))]
/// public class CustomVolumeProfileEditor : Editor
/// {
/// VolumeComponentListEditor m_ComponentList;
///
///
/// void OnEnable()
/// {
/// m_ComponentList = new VolumeComponentListEditor(this);
/// m_ComponentList.Init(target as VolumeProfile, serializedObject);
/// }
///
///
/// void OnDisable()
/// {
/// if (m_ComponentList != null)
/// m_ComponentList.Clear();
/// }
///
///
/// public override void OnInspectorGUI()
/// {
/// serializedObject.Update();
Expand All @@ -58,6 +58,8 @@ public sealed class VolumeComponentListEditor
Dictionary<Type, Type> m_EditorTypes; // Component type => Editor type
List<VolumeComponentEditor> m_Editors;

int m_CurrentHashCode;

/// <summary>
/// Creates a new instance of <see cref="VolumeComponentListEditor"/> to use in an
/// existing editor.
Expand Down Expand Up @@ -195,9 +197,12 @@ public void OnGUI()
if (asset == null)
return;

if (asset.isDirty)
// Even if the asset is not dirty, the list of component may have been changed by another inspector.
// In this case, only the hash will tell us that we need to refresh.
if (asset.isDirty || asset.GetHashCode() != m_CurrentHashCode)
{
RefreshEditors();
m_CurrentHashCode = asset.GetHashCode();
asset.isDirty = false;
}

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -56,12 +56,22 @@ public static VolumeProfile CreateVolumeProfile(Scene scene, string targetName)
{
var scenePath = Path.GetDirectoryName(scene.path);
var extPath = scene.name;
var profilePath = scenePath + "/" + extPath;
var profilePath = scenePath + Path.DirectorySeparatorChar + extPath;

if (!AssetDatabase.IsValidFolder(profilePath))
AssetDatabase.CreateFolder(scenePath, extPath);
{
var directories = profilePath.Split(Path.DirectorySeparatorChar);
string rootPath = "";
foreach (var directory in directories)
{
var newPath = rootPath + directory;
if (!AssetDatabase.IsValidFolder(newPath))
AssetDatabase.CreateFolder(rootPath.TrimEnd(Path.DirectorySeparatorChar), directory);
rootPath = newPath + Path.DirectorySeparatorChar;
}
}

path = profilePath + "/";
path = profilePath + Path.DirectorySeparatorChar;
}

path += targetName + " Profile.asset";
Expand Down
18 changes: 18 additions & 0 deletions com.unity.render-pipelines.core/Runtime/Volume/VolumeProfile.cs
Original file line number Diff line number Diff line change
Expand Up @@ -279,5 +279,23 @@ public bool TryGetAllSubclassOf<T>(Type type, List<T> result)

return count != result.Count;
}


/// <summary>
/// A custom hashing function that Unity uses to compare the state of parameters.
/// </summary>
/// <returns>A computed hash code for the current instance.</returns>
public override int GetHashCode()
{
unchecked
{
int hash = 17;

for (int i = 0; i < components.Count; i++)
hash = hash * 23 + components[i].GetHashCode();

return hash;
}
}
}
}
720 changes: 391 additions & 329 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md

Large diffs are not rendered by default.

Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ A face refers to one side of a piece of geometry. The front face is the side of

#### f-number:

The ratio of the focal length to the diameter of the camera lens.
The ratio of the focal length to the diameter of the camera lens. HDRP technically uses [t-number](https://en.wikipedia.org/wiki/F-number#T-stop), but since Cameras in Unity are optically perfect, f-number and t-number are identical.

<a name="NyquistRate"></a>

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -45,6 +45,7 @@ public class Styles
ReorderableList m_BeforeTransparentCustomPostProcesses;
ReorderableList m_BeforePostProcessCustomPostProcesses;
ReorderableList m_AfterPostProcessCustomPostProcesses;
int m_CurrentVolumeProfileHash;

public void OnGUI(string searchContext)
{
Expand Down Expand Up @@ -207,6 +208,13 @@ void Draw_VolumeInspector()
}
EditorGUILayout.EndHorizontal();

// The state of the profile can change without the asset reference changing so in this case we need to reset the editor.
if (m_CurrentVolumeProfileHash != asset.GetHashCode() && m_CachedDefaultVolumeProfileEditor != null)
{
m_CurrentVolumeProfileHash = asset.GetHashCode();
m_CachedDefaultVolumeProfileEditor = null;
}

Editor.CreateCachedEditor(asset, Type.GetType("UnityEditor.Rendering.VolumeProfileEditor"), ref m_CachedDefaultVolumeProfileEditor);
EditorGUIUtility.labelWidth -= 18;
bool oldEnabled = GUI.enabled;
Expand All @@ -230,13 +238,13 @@ void Draw_VolumeInspector()
hdrpAsset.defaultLookDevProfile = newLookDevAsset;
EditorUtility.SetDirty(hdrpAsset);
}

if (GUILayout.Button(EditorGUIUtility.TrTextContent("New", "Create a new Volume Profile for default in your default resource folder (defined in Wizard)"), GUILayout.Width(38), GUILayout.Height(18)))
{
DefaultVolumeProfileCreator.CreateAndAssign(DefaultVolumeProfileCreator.Kind.LookDev);
}
EditorGUILayout.EndHorizontal();

Editor.CreateCachedEditor(lookDevAsset, Type.GetType("UnityEditor.Rendering.VolumeProfileEditor"), ref m_CachedLookDevVolumeProfileEditor);
EditorGUIUtility.labelWidth -= 18;
oldEnabled = GUI.enabled;
Expand Down Expand Up @@ -311,7 +319,7 @@ static string GetDefaultName(Kind kind)
}
return defaultName;
}

public static void CreateAndAssign(Kind kind)
{
var assetCreator = ScriptableObject.CreateInstance<DefaultVolumeProfileCreator>();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -136,29 +136,55 @@ ScalableSettingSchema schema
static void MultiField<T>(Rect position, GUIContent[] subLabels, T[] values)
where T: struct
{
// The number of slots we need to fit into this rectangle
var length = values.Length;
var num = (position.width - (float) (length - 1) * 3f) / (float) length;
var position1 = new Rect(position)
{
width = num
};
var labelWidth = EditorGUIUtility.labelWidth;

// Let's compute the space allocated for every field including the label
var num = position.width / (float) length;

// Reset the indentation
var indentLevel = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;

// Variable to keep track of the current pixel shift in the rectangle we were assigned for this whole section.
float pixelShift = 0;

// Loop through the levels
for (var index = 0; index < values.Length; ++index)
{
EditorGUIUtility.labelWidth = CalcPrefixLabelWidth(subLabels[index], (GUIStyle) null);
if (typeof(T) == typeof(int))
values[index] = (T)(object)EditorGUI.DelayedIntField(position1, subLabels[index], (int)(object)values[index]);
else if (typeof(T) == typeof(bool))
values[index] = (T)(object)EditorGUI.Toggle(position1, subLabels[index], (bool)(object)values[index]);
else if (typeof(T) == typeof(float))
values[index] = (T)(object)EditorGUI.FloatField(position1, subLabels[index], (float)(object)values[index]);
else
throw new ArgumentOutOfRangeException($"<{typeof(T)}> is not a supported type for multi field");
position1.x += num + 4f;
// Let's first compute what is the width of the label of this scalable setting level
// We make sure that the label doesn't go beyond the space available for this scalable setting level
var labelWidth = Mathf.Clamp(CalcPrefixLabelWidth(subLabels[index], (GUIStyle)null), 0, num);

// Draw the Label at the expected position
EditorGUI.LabelField(new Rect(position.x + pixelShift, position.y, labelWidth, position.height), subLabels[index]);

// We need to remove from the position the label size that we've just drawn and shift by it's length
pixelShift += labelWidth;

// The amount of space left for the field
float spaceLeft = num - labelWidth;

// If at least two pixels are left to draw this field, draw it, otherwise, skip
if (spaceLeft > 2)
{
// Define the rectangle for the field
var fieldSlot = new Rect(position.x + pixelShift, position.y, num - labelWidth, position.height);

// Draw the right field depending on its type.
if (typeof(T) == typeof(int))
values[index] = (T)(object)EditorGUI.DelayedIntField(fieldSlot, (int)(object)values[index]);
else if (typeof(T) == typeof(bool))
values[index] = (T)(object)EditorGUI.Toggle(fieldSlot, (bool)(object)values[index]);
else if (typeof(T) == typeof(float))
values[index] = (T)(object)EditorGUI.FloatField(fieldSlot, (float)(object)values[index]);
else
throw new ArgumentOutOfRangeException($"<{typeof(T)}> is not a supported type for multi field");
}

// Shift by the slot that was left for the field
pixelShift += spaceLeft;
}
EditorGUIUtility.labelWidth = labelWidth;
EditorGUI.indentLevel = indentLevel;
}

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -3150,7 +3150,8 @@ void BuildGPULightListsCommon(HDCamera hdCamera, CommandBuffer cmd)
// Note we clear the whole content and not just the header since it is fast enough, happens only in one frame and is a bit more robust
// to changes to the inner workings of the lists.
// Also, we clear all the lists and to be resilient to changes in pipeline.
ClearLightList(hdCamera, cmd, resources.tileAndClusterData.bigTileLightList);
if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass))
ClearLightList(hdCamera, cmd, resources.tileAndClusterData.bigTileLightList);
ClearLightList(hdCamera, cmd, resources.tileAndClusterData.lightList);
ClearLightList(hdCamera, cmd, resources.tileAndClusterData.perVoxelOffset);

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -133,6 +133,15 @@ private enum SMAAStage

HDRenderPipeline m_HDInstance;

void FillEmptyExposureTexture()
{
var tex = new Texture2D(1, 1, TextureFormat.RGHalf, false, true);
tex.SetPixel(0, 0, new Color(1f, ColorUtils.ConvertExposureToEV100(1f), 0f, 0f));
tex.Apply();
Graphics.Blit(tex, m_EmptyExposureTexture);
CoreUtils.Destroy(tex);
}

public PostProcessSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources defaultResources)
{
m_Resources = defaultResources;
Expand Down Expand Up @@ -206,11 +215,7 @@ public PostProcessSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources
// TODO: Write a version that uses structured buffer instead of texture to do atomic as Metal doesn't support atomics on textures.
m_MotionBlurSupportsScattering = m_MotionBlurSupportsScattering && (SystemInfo.graphicsDeviceType != GraphicsDeviceType.Metal);

var tex = new Texture2D(1, 1, TextureFormat.RGHalf, false, true);
tex.SetPixel(0, 0, new Color(1f, ColorUtils.ConvertExposureToEV100(1f), 0f, 0f));
tex.Apply();
Graphics.Blit(tex, m_EmptyExposureTexture);
CoreUtils.Destroy(tex);
FillEmptyExposureTexture();

// Initialize our target pool to ease RT management
m_Pool = new TargetPool();
Expand Down Expand Up @@ -287,6 +292,23 @@ public void Cleanup()
m_FarBokehTileList = null;
}

// In some cases, the internal buffer of render textures might be invalid.
// Usually when using these textures with API such as SetRenderTarget, they are recreated internally.
// This is not the case when these textures are used exclusively with Compute Shaders. So to make sure they work in this case, we recreate them here.
void CheckRenderTexturesValidity()
{
if (!m_EmptyExposureTexture.rt.IsCreated())
FillEmptyExposureTexture();

HDUtils.CheckRTCreated(m_InternalLogLut.rt);
HDUtils.CheckRTCreated(m_TempTexture1024.rt);
HDUtils.CheckRTCreated(m_TempTexture32.rt);
if (m_KeepAlpha)
{
HDUtils.CheckRTCreated(m_AlphaTexture.rt);
}
}

public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdInstance)
{
m_HDInstance = hdInstance;
Expand Down Expand Up @@ -336,6 +358,8 @@ public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdIn
m_DitheringFS = frameSettings.IsEnabled(FrameSettingsField.Dithering);
m_AntialiasingFS = frameSettings.IsEnabled(FrameSettingsField.Antialiasing);

CheckRenderTexturesValidity();

// Handle fixed exposure & disabled pre-exposure by forcing an exposure multiplier of 1
if (!m_ExposureControlFS)
{
Expand Down Expand Up @@ -2644,7 +2668,11 @@ public RTHandle Get(in Vector2 scaleFactor, GraphicsFormat format, bool mipmap =
var hashCode = ComputeHashCode(scaleFactor.x, scaleFactor.y, (int)format, mipmap);

if (m_Targets.TryGetValue(hashCode, out var stack) && stack.Count > 0)
return stack.Pop();
{
var tex = stack.Pop();
HDUtils.CheckRTCreated(tex.rt);
return tex;
}

var rt = RTHandles.Alloc(
scaleFactor, TextureXR.slices, DepthBits.None, colorFormat: format, dimension: TextureXR.dimension,
Expand Down
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using UnityEngine.Serialization;

Expand All @@ -15,8 +16,9 @@ class StaticLightingSky : MonoBehaviour
int m_LastComputedHash;
bool m_NeedUpdateStaticLightingSky;

// This one contain only property values from overridden properties in the original profile component
public SkySettings m_SkySettings;
[NonSerialized]
public SkySettings m_SkySettings; // This one contain only property values from overridden properties in the original profile component
[NonSerialized]
public SkySettings m_SkySettingsFromProfile;

public SkySettings skySettings
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -137,6 +137,7 @@ public struct Lighting
public float fadeDistance;
/// <summary>The result of the rendering of the probe will be divided by this factor. When the probe is read, this factor is undone as the probe data is read.
/// This is to simply avoid issues with values clamping due to precision of the storing format.</summary>
[Min(1e-6f)]
public float rangeCompressionFactor;
}

Expand Down