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20 changes: 16 additions & 4 deletions com.unity.render-pipelines.core/Editor/LookDev/Stage.cs
Original file line number Diff line number Diff line change
Expand Up @@ -217,16 +217,28 @@ void SetGameObjectVisible(bool visible)
if (go == null || go.Equals(null))
continue;
foreach (UnityEngine.Renderer renderer in go.GetComponentsInChildren<UnityEngine.Renderer>())
renderer.enabled = visible;
{
if((renderer.hideFlags & HideFlags.HideInInspector) == 0 && ((renderer.hideFlags & HideFlags.HideAndDontSave) == 0))
renderer.enabled = visible;
}
foreach (Light light in go.GetComponentsInChildren<Light>())
light.enabled = visible;
{
if ((light.hideFlags & HideFlags.HideInInspector) == 0 && ((light.hideFlags & HideFlags.HideAndDontSave) == 0))
light.enabled = visible;
}
}

// in case we add camera frontal light and such
foreach (UnityEngine.Renderer renderer in m_Camera.GetComponentsInChildren<UnityEngine.Renderer>())
renderer.enabled = visible;
{
if ((renderer.hideFlags & HideFlags.HideInInspector) == 0 && ((renderer.hideFlags & HideFlags.HideAndDontSave) == 0))
renderer.enabled = visible;
}
foreach (Light light in m_Camera.GetComponentsInChildren<Light>())
light.enabled = visible;
{
if ((light.hideFlags & HideFlags.HideInInspector) == 0 && ((light.hideFlags & HideFlags.HideAndDontSave) == 0))
light.enabled = visible;
}
}

public void OnBeginRendering(IDataProvider dataProvider)
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -72,6 +72,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed RTGI in performance mode when light layers are enabled on the asset.
- Fixed SSS materials appearing black in matcap mode.
- Fixed a collision in the interaction of RTR and RTGI.
- Fix for lookdev toggling renderers that are set to non editable or are hidden in the inspector.

### Changed
- Preparation pass for RTSSShadows to be supported by render graph.
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