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Fix for discrepancies in saturation and intensity between screen space refraction and probe refraction #4653

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May 29, 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 @@ -216,6 +216,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed invalid pass index 1 in DrawProcedural error.
- Fixed a compilation issue for AxF carpaints on Vulkan (case 1314040).
- Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904).
- Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction.

### Changed
- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard
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Original file line number Diff line number Diff line change
Expand Up @@ -2014,7 +2014,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext,
lighting.specularReflected = envLighting;
#if HAS_REFRACTION
else
lighting.specularTransmitted = envLighting * preLightData.transparentTransmittance;
lighting.specularTransmitted = envLighting;
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can you check we don't have the same issue in stacklit (iirc stacklit support refraction?)

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Nope, looks like it is not supported

#endif

return lighting;
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