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Update comment and changelog

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sebastienlagarde 6 年前
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共有 2 个文件被更改,包括 3 次插入2 次删除
  1. 1
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 4
      com.unity.render-pipelines.high-definition/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.hlsl

1
com.unity.render-pipelines.high-definition/CHANGELOG.md


- Fixed issue when using more than one volume mask texture with density volumes.
- Fixed an error which prevented volumetric lighting from working if no density volumes with 3D textures were present.
- Fixed issue with color temperature not take correctly into account with static lighting
- Don't display fog when diffuse lighting, specular lighting, or lux meter debug mode are enabled.
### Added
- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed

4
com.unity.render-pipelines.high-definition/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.hlsl


{
float3 fogColor = 0;
float fogFactor = 0;
// Don't sample amthmospheric scattering when diffuse lighting debug is enabled so fog is not visible
// Don't sample atmospheric scattering when lighting debug more are enabled so fog is not visible
if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
return float4(0, 0, 0, 0);
#endif

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