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Clamp probes compression factor to 0 #19

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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Expand Up @@ -511,6 +511,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fix issues in the post process system with RenderTexture being invalid in some cases, causing rendering problems.
- Fixed an issue where unncessarily serialized members in StaticLightingSky component would change each time the scene is changed.
- Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).
- Fix for range compression factor for probes going negative (now clamped to positive values).

### Changed
- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled
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Expand Up @@ -137,6 +137,7 @@ public struct Lighting
public float fadeDistance;
/// <summary>The result of the rendering of the probe will be divided by this factor. When the probe is read, this factor is undone as the probe data is read.
/// This is to simply avoid issues with values clamping due to precision of the storing format.</summary>
[Min(1e-6f)]
public float rangeCompressionFactor;
}

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