- Change Render -> Planar Reflection creation to 3D Object -> Mirror
- Change "Enable Reflector" name on SpotLight to "Angle Affect Intensity"
### Bug fixes
### Changed, Removals and deprecations
- Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize
- Changed SupportForwardOnly to SupportOnlyForward in render pipeline settings
- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated
- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated - Launch Edit -> Single Step Upgrade Script -> Upgrade all Materials emissionColor
- Changed versioning variable name in HDAdditionalXXXData from m_version to version
- Create unique name when creating a game object in the rendering menu (i.e Density Volume(2))
- Re-organize various files and folder location to clean the repository
publicreadonlyGUIContentshape=newGUIContent("Type","Specifies the current type of light. Possible types are Directional, Spot, Point, Rectangle and Line lights.");
publicreadonlyGUIContent[]shapeNames;
publicreadonlyGUIContentenableSpotReflector=newGUIContent("Enable spot reflector","When true it simulate a spot light with reflector (mean the intensity of the light will be more focus with narrower angle), otherwise light outside of the cone is simply absorbed (mean intensity is constent whatever the size of the cone).");
publicreadonlyGUIContentenableSpotReflector=newGUIContent("Angle affect intensity","When true it simulate a spot light with reflector (mean the intensity of the light will be more focus with narrower angle), otherwise light outside of the cone is simply absorbed (mean intensity is constent whatever the size of the cone).");
// Additional shadow data
publicreadonlyGUIContentshadowResolution=newGUIContent("Resolution","Controls the rendered resolution of the shadow maps. A higher resolution will increase the fidelity of shadows at the cost of GPU performance and memory usage.");