diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 78f5a494291..4bf27115d1b 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -710,6 +710,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed Sorting Priority not displayed correctly in the DrawRenderers custom pass UI. - Fixed glitch in Project settings window when selecting diffusion profiles in material section (case 1253090) - Fixed issue with light layers bigger than 8 (and above the supported range). +- Fixed issue with culling layer mask of area light's emissive mesh ### Changed - Improve MIP selection for decals on Transparents diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs index ada9de275ed..0b4c75b283f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs @@ -2507,6 +2507,11 @@ void OnValidate() RefreshCachedShadow(); + if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null)) + { + emissiveMeshRenderer.gameObject.layer = m_AreaLightEmissiveMeshLayer; + } + #if UNITY_EDITOR // If modification are due to change on prefab asset, we want to have prefab instances to self-update, but we cannot check in OnValidate if this is part of // prefab instance. So we delay the check on next update (and before teh LateUpdate logic)