Skip to content

[HDRP] Fix Layer lit shader UI #6441

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 1 commit into from
Dec 1, 2021
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
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 @@ -52,6 +52,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed for changes of color curves not being applied immediately.
- Fixed edges and ghosting appearing on shadow matte due to the shadow being black outside the range of the light (case 1371441).
- Fixed the ray tracing fallbacks being broken since an Nvidia Driver Update.
- Fixed layer lit shader UI.

## [13.1.2] - 2021-11-05

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -231,7 +231,6 @@ internal class Styles
Features m_Features;
int m_LayerCount;
int m_LayerIndex;
bool m_UseHeightBasedBlend;

bool isLayeredLit => m_LayerCount > 1;

Expand Down Expand Up @@ -625,7 +624,7 @@ void DrawLayerOptionsGUI()
materialEditor.ShaderProperty(useMainLayerInfluence, Styles.useMainLayerInfluenceModeText);
materialEditor.ShaderProperty(useHeightBasedBlend, Styles.useHeightBasedBlendText);

if (m_UseHeightBasedBlend)
if (useHeightBasedBlend.floatValue > 0.0f)
{
EditorGUI.indentLevel++;
materialEditor.ShaderProperty(heightTransition, Styles.heightTransition);
Expand Down