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[HDRP] Remove alpha from local volumetric fog color field #6310

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Nov 25, 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 @@ -63,6 +63,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed Focus distance in path traced depth of field now takes into account the focus mode setting (volume vs camera).
- Fixed stencil buffer resolve when MSAA is enabled so that OR operator is used instead of picking the last sample.
- Fixed Lens Flare visible when being behind a camera with Panini Projection on (case 1370214);
- Removed the alpha channel from color picker in Local Volumetric Fog component (the alpha is not used for the fog) (case 1381267).

### Changed
- Use RayTracingAccelerationStructure.CullInstances to filter Renderers and populate the acceleration structure with ray tracing instances for improved CPU performance on the main thread.
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Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@ namespace UnityEngine.Rendering.HighDefinition
public partial struct LocalVolumetricFogArtistParameters
{
/// <summary>Single scattering albedo: [0, 1]. Alpha is ignored.</summary>
[ColorUsage(false)]
public Color albedo;
/// <summary>Mean free path, in meters: [1, inf].</summary>
public float meanFreePath; // Should be chromatic - this is an optimization!
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