diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs index ad16fb3c746..17815178e4d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs @@ -51,7 +51,7 @@ public static BoolScalableSetting UseContactShadow(HDRenderPipelineAsset hdrp) = /// /// The default intensity value for directional lights in Lux /// - public const float k_DefaultDirectionalLightIntensity = 100000; // In lux + public const float k_DefaultDirectionalLightIntensity = Mathf.PI; // In lux /// /// The default intensity value for punctual lights in Lumen /// @@ -1986,7 +1986,7 @@ internal void ReserveShadowMap(Camera camera, HDShadowManager shadowManager, HDS // ease out and invert the curve, give more importance to closer distances distance01 = 1.0f - Mathf.Pow(distance01, 2); - // normalized ratio between light range and distance + // normalized ratio between light range and distance float range01 = Mathf.Clamp01(visibleLight.range / Vector3.Distance(camera.transform.position, visibleLight.GetPosition())); float scaleFactor01 = Mathf.Max(distance01, range01); @@ -2611,7 +2611,7 @@ public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightD { case HDLightType.Directional: lightData.lightUnit = LightUnit.Lux; - lightData.intensity = k_DefaultDirectionalLightIntensity; + lightData.intensity = k_DefaultDirectionalLightIntensity / Mathf.PI * 100000.0f; // Change back to just k_DefaultDirectionalLightIntensity on 11.0.0 (can't change constant as it's a breaking change) break; case HDLightType.Area: // Rectangle by default when light is created switch (lightData.areaLightShape)