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[Backport 7.x.x] Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time. #988

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merged 2 commits into from
Jun 19, 2020
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Original file line number Diff line number Diff line change
Expand Up @@ -199,10 +199,10 @@ public void OnGUI()

// Even if the asset is not dirty, the list of component may have been changed by another inspector.
// In this case, only the hash will tell us that we need to refresh.
if (asset.isDirty || asset.GetHashCode() != m_CurrentHashCode)
if (asset.isDirty || asset.GetComponentListHashCode() != m_CurrentHashCode)
{
RefreshEditors();
m_CurrentHashCode = asset.GetHashCode();
m_CurrentHashCode = asset.GetComponentListHashCode();
asset.isDirty = false;
}

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13 changes: 13 additions & 0 deletions com.unity.render-pipelines.core/Runtime/Volume/VolumeProfile.cs
Original file line number Diff line number Diff line change
Expand Up @@ -297,5 +297,18 @@ public override int GetHashCode()
return hash;
}
}

internal int GetComponentListHashCode()
{
unchecked
{
int hash = 17;

for (int i = 0; i < components.Count; i++)
hash = hash * 23 + components[i].GetType().GetHashCode();

return hash;
}
}
}
}
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 @@ -91,6 +91,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed Microshadow not working correctly in deferred with LightLayers
- Tentative fix for missing include in depth of field shaders.
- Fix an issue in reading the gbuffer for ray traced subsurface scattering (case 1248358).
- Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time.

### Changed
- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.
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