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Increase max limit in UX of lights #702

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Jun 2, 2020
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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 @@ -761,6 +761,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Changed default exposure compensation to 0.
- Refactored shadow caching system.
- Removed experimental namespace for ray tracing code.
- Increase limit for max numbers of lights in UX

## [7.1.1] - 2019-09-05

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Original file line number Diff line number Diff line change
Expand Up @@ -264,12 +264,12 @@ internal struct ProcessedProbeData
public partial class HDRenderPipeline
{
internal const int k_MaxCacheSize = 2000000000; //2 GigaByte
internal const int k_MaxDirectionalLightsOnScreen = 16;
internal const int k_MaxPunctualLightsOnScreen = 512;
internal const int k_MaxAreaLightsOnScreen = 128;
internal const int k_MaxDecalsOnScreen = 512;
internal const int k_MaxDirectionalLightsOnScreen = 512;
internal const int k_MaxPunctualLightsOnScreen = 2048;
internal const int k_MaxAreaLightsOnScreen = 1024;
internal const int k_MaxDecalsOnScreen = 2048;
internal const int k_MaxLightsOnScreen = k_MaxDirectionalLightsOnScreen + k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnScreen + k_MaxEnvLightsOnScreen;
internal const int k_MaxEnvLightsOnScreen = 128;
internal const int k_MaxEnvLightsOnScreen = 1024;
internal static readonly Vector3 k_BoxCullingExtentThreshold = Vector3.one * 0.01f;

#if UNITY_SWITCH
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