From 54cf7885065b2c7d7ebd8c3caa428fe870586b5b Mon Sep 17 00:00:00 2001 From: FrancescoC-Unity Date: Tue, 30 Jun 2020 19:04:29 +0200 Subject: [PATCH 1/2] Update emissive game object layer mask on validation --- .../Runtime/Lighting/Light/HDAdditionalLightData.cs | 5 +++++ 1 file changed, 5 insertions(+) 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) From b7ef4dcb9b7ab3b950647d3e11e9a10c0b27b1a5 Mon Sep 17 00:00:00 2001 From: FrancescoC-Unity Date: Tue, 30 Jun 2020 19:07:09 +0200 Subject: [PATCH 2/2] changelog --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 6c5b88af461..23dd584ede1 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -701,6 +701,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix supported Mac platform detection to handle new major version (11.0) properly - Fixed typo in the Render Pipeline Wizard under HDRP+VR - Change transparent SSR name in frame settings to avoid clipping. +- Fixed issue with culling layer mask of area light's emissive mesh ### Changed - Improve MIP selection for decals on Transparents