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3 changes: 1 addition & 2 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -30,8 +30,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time.
- Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once.
- Fixed missing include guards in shadow hlsl files.


- Fixed issue with light layers bigger than 8 (and above the supported range).

### Changed
- Shadowmask and realtime reflection probe property are hide in Quality settings
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Original file line number Diff line number Diff line change
Expand Up @@ -643,7 +643,8 @@ void EncodeIntoGBuffer( SurfaceData surfaceData
outGBuffer3 *= GetCurrentExposureMultiplier();

#ifdef LIGHT_LAYERS
OUT_GBUFFER_LIGHT_LAYERS = float4(0.0, 0.0, 0.0, builtinData.renderingLayers / 255.0);
// Note: we need to mask out only 8bits of the layer mask before encoding it as otherwise any value > 255 will map to all layers active
OUT_GBUFFER_LIGHT_LAYERS = float4(0.0, 0.0, 0.0, (builtinData.renderingLayers & 0x000000FF) / 255.0);
#endif

#ifdef SHADOWS_SHADOWMASK
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