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Updated the Physically Based Sky documentation for baked lights #4891

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Jun 17, 2021
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1 change: 0 additions & 1 deletion com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -351,7 +351,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Display an info box and disable MSAA asset entry when ray tracing is enabled.
- Changed light reset to preserve type.
- Ignore hybrid duplicated reflection probes during light baking.
- Updated the recursive rendering documentation (case 1338639).
- Replaced the context menu by a search window when adding custom pass.
- Moved supportRuntimeDebugDisplay option from HDRPAsset to HDRPGlobalSettings.
- When a ray hits the sky in the ray marching part of mixed ray tracing, it is considered a miss.
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Expand Up @@ -27,6 +27,8 @@ Next, set the Volume to use **Physically Based Sky**. The [Visual Environment](O

To change how much the atmosphere attenuates light, you can change the density of both air and aerosol molecules (participating media) in the atmosphere. You can also use aerosols to simulate real-world pollution or fog.

**Note**: HDRP only takes into account Lights that have **Affect Physically Based Sky** enabled. After Unity bakes the lighting in your project, Physically Based Sky ignores all Lights that have their **Mode** property set to **Baked**. To fix this, set the **Mode** to **Realtime** or **Mixed**.

**Note:** When Unity initializes a Physically Based Sky, it performs a resource-intensive operation which can cause the frame rate of your project to drop for a few frames. Once Unity has completed this operation, it stores the data in a cache to access the next time Unity initializes this volume. However, you may experience this frame rate drop if you have two Physically Based Sky volumes with different properties and switch between them.

![](Images/Override-PhysicallyBasedSky4.png)
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