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3 changes: 2 additions & 1 deletion com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
### Fixed
- Fixed probe volumes debug views.
- Fixed issue displaying wrong debug mode in runtime debug menu UI.
- Fixed useless editor repaint when using lod bias.
- Fixed multi-editing with new light intensity slider.

## [10.2.0] - 2020-10-19

Expand Down Expand Up @@ -101,7 +103,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed picking for materials with depth offset.
- Fixed issue with exposure history being uninitialized on second frame.
- Fixed issue when changing FoV with the physical camera fold-out closed.
- Fixed multi-editing with new light intensity slider.

### 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 @@ -3332,8 +3332,13 @@ ref HDCullingResults cullingResults
var initialMaximumLODLevel = QualitySettings.maximumLODLevel;
try
{
#if UNITY_2021_1_OR_NEWER
// Modifying the variables this way does not set the dirty flag, which avoids repainting all views
QualitySettings.SetLODSettings(hdCamera.frameSettings.GetResolvedLODBias(hdrp), hdCamera.frameSettings.GetResolvedMaximumLODLevel(hdrp), false);
#else
QualitySettings.lodBias = hdCamera.frameSettings.GetResolvedLODBias(hdrp);
QualitySettings.maximumLODLevel = hdCamera.frameSettings.GetResolvedMaximumLODLevel(hdrp);
#endif

// This needs to be called before culling, otherwise in the case where users generate intermediate renderers, it can provoke crashes.
BeginCameraRendering(renderContext, camera);
Expand Down Expand Up @@ -3397,8 +3402,12 @@ ref HDCullingResults cullingResults
}
finally
{
#if UNITY_2021_1_OR_NEWER
QualitySettings.SetLODSettings(initialLODBias, initialMaximumLODLevel, false);
#else
QualitySettings.lodBias = initialLODBias;
QualitySettings.maximumLODLevel = initialMaximumLODLevel;
#endif
}
}

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