diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index e0f16a78938..9540285a87a 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -68,6 +68,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue that lead to corrupted refraction in some scenarios on xbox. - Fixed for light loop scalarization not happening. - Fixed issue with stencil not being set in rendergraph mode. +- Fixed lod bias value used by the LODGroup Component ### Changed - Preparation pass for RTSSShadows to be supported by render graph. diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index d64b8a66602..0d08c326ad2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -382,6 +382,10 @@ public HDRenderPipeline(HDRenderPipelineAsset asset, HDRenderPipelineAsset defau SetRenderingFeatures(); + // Initialize lod settings with the low quality settings (for the editor camera) + QualitySettings.lodBias = m_Asset.GetDefaultFrameSettings(FrameSettingsRenderType.Camera).GetResolvedLODBias(m_Asset); + QualitySettings.maximumLODLevel = m_Asset.GetDefaultFrameSettings(FrameSettingsRenderType.Camera).GetResolvedMaximumLODLevel(m_Asset); + // The first thing we need to do is to set the defines that depend on the render pipeline settings m_RayTracingSupported = GatherRayTracingSupport(m_Asset.currentPlatformRenderPipelineSettings);