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Fix darkening in SSR fade #5472

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Aug 31, 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 @@ -380,6 +380,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed a null ref exception when no opaque objects are rendered.
- Fixed issue with depth slope scale depth bias when a material uses depth offset.
- Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle'
- Fixed issue with fading in SSR applying fade factor twice, resulting in darkening of the image in the transition areas.

### 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 @@ -630,8 +630,8 @@ void ApplyScreenSpaceReflectionWeight(inout float4 ssrLighting)
{
// Note: RGB is already premultiplied by A for SSR
// TODO: check why it isn't consistent between SSR and RTR
float weight = _EnableRayTracedReflections ? 1.0 : ssrLighting.a;
ssrLighting.rgb *= ssrLighting.a;
float weight = _EnableRayTracedReflections ? ssrLighting.a : 1.0;
ssrLighting.rgb *= weight;
}
#endif

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