diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 9b1d3c2d4d4..13064adad00 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -21,6 +21,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix an issue that caused issues of usability of editor if a very high resolution is set by mistake and then reverted back to a smaller resolution. - Fixed issue where Default Volume Profile Asset change in project settings was not added to the undo stack (case 1285268). - Fixed undo after enabling compositor. +- Fixed the ray tracing shadow UI being displayed while it shouldn't (case 1286391). ### Changed - Improved the punctual light shadow rescale algorithm. diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs index 21a7098c64f..c0480c596bb 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs @@ -1085,7 +1085,7 @@ static void DrawShadowMapContent(SerializedHDLight serialized, Editor owner) EditorGUILayout.Slider(serialized.areaLightShadowCone, HDAdditionalLightData.k_MinAreaLightShadowCone, HDAdditionalLightData.k_MaxAreaLightShadowCone, s_Styles.areaLightShadowCone); } - if (HDRenderPipeline.pipelineSupportsRayTracing) + if (HDRenderPipeline.pipelineSupportsRayTracing && HDRenderPipeline.pipelineSupportsScreenSpaceShadows) { bool isPunctual = lightType == HDLightType.Point || (lightType == HDLightType.Spot && serialized.spotLightShape.GetEnumValue() == SpotLightShape.Cone); if (isPunctual || (lightType == HDLightType.Area && serialized.areaLightShape == AreaLightShape.Rectangle))