From bc4f3207c8ff43ad76563dfd437a6412e5a93436 Mon Sep 17 00:00:00 2001 From: Anis Date: Thu, 2 Jul 2020 10:34:23 +0200 Subject: [PATCH] Fixed the valid TRS test failing due to variable not being initialized to the identity matrix in RTShadows (1220600). --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 3 ++- .../Runtime/Lighting/Light/HDAdditionalLightData.cs | 2 +- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index e8f04574608..4b3c68022c7 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -30,7 +30,8 @@ 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). +- 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;