diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index 6b4f7dd1ca7..483f7f6e38c 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -74,6 +74,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed Deferred renderer on some Android devices by forcing accurate GBuffer normals. [case 1288042] - Fixed an issue where MSAA did not work in Editor Game View on Windows with Vulkan. - Fixed issue where selecting and deselecting Forward Renderer asset would leak memory [case 1290628](https://issuetracker.unity3d.com/issues/urp-scriptablerendererfeatureeditor-memory-leak-while-interacting-with-forward-renderer-in-the-project-window) +- Fixed an undo issues for additional light property on the UniversalRenderPipeline Asset. ## [10.2.0] - 2020-10-19 diff --git a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs index a56ae2fa169..e96ca2b3da8 100644 --- a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs @@ -148,7 +148,6 @@ internal class Styles SerializedProperty m_ShaderVariantLogLevel; - LightRenderingMode selectedLightRenderingMode; SerializedProperty m_ColorGradingMode; SerializedProperty m_ColorGradingLutSize; SerializedProperty m_UseFastSRGBLinearConversion; @@ -235,8 +234,6 @@ void OnEnable() m_UseAdaptivePerformance = serializedObject.FindProperty("m_UseAdaptivePerformance"); - selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue; - string Key = "Universal_Shadow_Setting_Unit:UI_State"; m_State = new EditorPrefBoolFlags(Key); } @@ -324,8 +321,7 @@ void DrawLightingSettings() EditorGUILayout.Space(); // Additional light - selectedLightRenderingMode = (LightRenderingMode)EditorGUILayout.EnumPopup(Styles.addditionalLightsRenderingModeText, selectedLightRenderingMode); - m_AdditionalLightsRenderingModeProp.intValue = (int)selectedLightRenderingMode; + EditorGUILayout.PropertyField(m_AdditionalLightsRenderingModeProp, Styles.addditionalLightsRenderingModeText); EditorGUI.indentLevel++; disableGroup = m_AdditionalLightsRenderingModeProp.intValue == (int)LightRenderingMode.Disabled;