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Distortion Blur from 1 to 0 according to the doc #6478

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Dec 6, 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 @@ -11,6 +11,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Changed sample scene in HDRP material samples: add shadow transparency (raster, ray-traced, path-traced).
- Support for encoded HDR cubemaps, configurable via the HDR Cubemap Encoding project setting.
- The rendering order of decals that have a similar draw order value was modified. The new order should be the reverse of the previous order.
- Fixed default value of "Distortion Blur" from 1 to 0 according to the doc.

### Fixed
- Fixed some XR devices: Pulling camera world space position from mainViewConstants instead of transform.
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Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ public struct SurfaceDescription
public static BlockFieldDescriptor Distortion = new BlockFieldDescriptor(SurfaceDescription.name, "Distortion", "SURFACEDESCRIPTION_DISTORTION",
new Vector2Control(Vector2.zero), ShaderStage.Fragment); // TODO: Lit is Vector2(2.0f, -1.0f)
public static BlockFieldDescriptor DistortionBlur = new BlockFieldDescriptor(SurfaceDescription.name, "DistortionBlur", "Distortion Blur", "SURFACEDESCRIPTION_DISTORTIONBLUR",
new FloatControl(1.0f), ShaderStage.Fragment);
new FloatControl(0.0f), ShaderStage.Fragment);
public static BlockFieldDescriptor ShadowTint = new BlockFieldDescriptor(SurfaceDescription.name, "ShadowTint", "Shadow Tint", "SURFACEDESCRIPTION_SHADOWTINT",
new ColorRGBAControl(Color.black), ShaderStage.Fragment);

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