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Fixed blend distance editing (1248931) #838

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Jun 12, 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 @@ -676,6 +676,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixing the internsity being applied to RTAO too early leading to unexpected results (1254626).
- Fix issue that caused sky to incorrectly render when using a custom projection matrix.
- Fixed null reference exception when using depth pre/post pass in shadergraph with alpha clip in the material.
- Appropriately constraint blend distance of reflection probe while editing with the inspector (case 1248931)

### Changed
- Improve MIP selection for decals on Transparents
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Original file line number Diff line number Diff line change
Expand Up @@ -233,7 +233,6 @@ public static void DrawCustomSettings(SerializedHDProbe serialized, Editor owner

public static void DrawInfluenceSettings(SerializedHDProbe serialized, Editor owner)
{
var provider = new TProvider();
InfluenceVolumeUI.Draw<TProvider>(serialized.probeSettings.influence, owner);
}

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Original file line number Diff line number Diff line change
Expand Up @@ -173,18 +173,10 @@ static void Drawer_AdvancedBlendDistance(SerializedInfluenceVolume serialized, b
}
else
{
float scalar = editorSimplifiedModeBlendDistance.floatValue;
if (!(Mathf.Approximately(blendDistancePositive.vector3Value.x, scalar)
&& Mathf.Approximately(blendDistancePositive.vector3Value.y, scalar)
&& Mathf.Approximately(blendDistancePositive.vector3Value.z, scalar)
&& Mathf.Approximately(blendDistanceNegative.vector3Value.x, scalar)
&& Mathf.Approximately(blendDistanceNegative.vector3Value.y, scalar)
&& Mathf.Approximately(blendDistanceNegative.vector3Value.z, scalar)))
{
blendDistancePositive.vector3Value = blendDistanceNegative.vector3Value = new Vector3(scalar, scalar, scalar);
serialized.Apply();
SceneView.RepaintAll(); //update gizmo
}
var scalar = Mathf.Min(editorSimplifiedModeBlendDistance.floatValue, Mathf.Min(maxBlendDistance.x, maxBlendDistance.y, maxBlendDistance.z));
blendDistancePositive.vector3Value = blendDistanceNegative.vector3Value = new Vector3(scalar, scalar, scalar);
serialized.Apply();
SceneView.RepaintAll(); //update gizmo
}

if (serialized.editorAdvancedModeEnabled.boolValue)
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