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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 @@ -22,6 +22,7 @@ The version number for this package has increased due to a version update of a r
- Fixed the possibility to have a shader with a pre-refraction render queue and refraction enabled at the same time.
- Fixed a migration issue with the rendering queue in ShaderGraph when upgrading to 10.x;
- Fixed upside down XR occlusion mesh.
- Fixed precision issue with the atmospheric fog.

### Changed
- Combined occlusion meshes into one to reduce draw calls and state changes with XR single-pass.
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Original file line number Diff line number Diff line change
Expand Up @@ -67,7 +67,7 @@ Shader "Hidden/HDRP/OpaqueAtmosphericScattering"
float3 volColor, volOpacity;
AtmosphericScatteringCompute(input, V, depth, volColor, volOpacity);

return float4(volColor, volOpacity.x);
return float4(volColor, 1.0 - volOpacity.x);
}

float4 FragMSAA(Varyings input, uint sampleIndex: SV_SampleIndex) : SV_Target
Expand All @@ -80,7 +80,7 @@ Shader "Hidden/HDRP/OpaqueAtmosphericScattering"
float3 volColor, volOpacity;
AtmosphericScatteringCompute(input, V, depth, volColor, volOpacity);

return float4(volColor, volOpacity.x);
return float4(volColor, 1.0 - volOpacity.x);
}

float4 FragPBRFog(Varyings input) : SV_Target
Expand Down Expand Up @@ -118,7 +118,7 @@ Shader "Hidden/HDRP/OpaqueAtmosphericScattering"
Pass
{
Cull Off ZWrite Off
Blend One OneMinusSrcAlpha // Premultiplied alpha
Blend One SrcAlpha // Premultiplied alpha
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Forgot to change comment

ZTest Less // Required for XR occlusion mesh optimization

HLSLPROGRAM
Expand All @@ -131,7 +131,7 @@ Shader "Hidden/HDRP/OpaqueAtmosphericScattering"
Pass
{
Cull Off ZWrite Off
Blend One OneMinusSrcAlpha // Premultiplied alpha
Blend One SrcAlpha // Premultiplied alpha
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And here

ZTest Less // Required for XR occlusion mesh optimization

HLSLPROGRAM
Expand Down