diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 173b6bc51c6..cbd396bb6a5 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -32,6 +32,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed missing include guards in shadow hlsl files. - Fixed issue with light layers bigger than 8 (and above the supported range). - Fixed an issue where decals were duplicated in prefab isolation mode. +- Fixed issue with light layers bigger than 8 (and above the supported range). +- Fixed the valid TRS test failing due to variable not being initialized to the identity matrix in RTShadows (1220600). ### Changed - Shadowmask and realtime reflection probe property are hide in Quality settings 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 13a317b27d4..b9b8ffe8124 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 @@ -1430,7 +1430,7 @@ internal int shadowPrecision Plane[] m_ShadowFrustumPlanes = new Plane[6]; // temporary matrix that stores the previous light data (mainly used to discard history for ray traced screen space shadows) - [System.NonSerialized] internal Matrix4x4 previousTransform = new Matrix4x4(); + [System.NonSerialized] internal Matrix4x4 previousTransform = Matrix4x4.identity; // Temporary index that stores the current shadow index for the light [System.NonSerialized] internal int shadowIndex = -1;