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Added support for rasterized area light shadows in StackLit + slight …
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…refactor (#39)

* Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled.

* Doc: remove note about area light shadows for stacklit. [skipci]

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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slunity and sebastienlagarde committed Apr 16, 2020
1 parent a230266 commit af5f899
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -104,6 +104,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added support for custom passes in the AOV API
- Added Light decomposition lighting debugging modes and support in AOV
- Added exposure compensation to Fixed exposure mode
- Added support for rasterized area light shadows in StackLit

### Fixed
- Fix when rescale probe all direction below zero (1219246)
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Expand Up @@ -184,7 +184,7 @@ These settings define the volumetric behavior of this Light. Alter these setting

### **Shadows**

Use this section to adjust the Shadows cast by this Light. Note that Area Lights can't currently cast shadows for GameObjects that use a **StackLit** Material.
Use this section to adjust the Shadows cast by this Light.

Unity exposes extra properties in this section depending on the **Mode** you set in the [General](#GeneralProperties) section. Unity also exposes extra properties depending on the **Filtering Quality** set in your Unity Project’s [HDRP Asset](HDRP-Asset.html).

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