From 5d921539c5c2a6e67ef3715fd3ae05fc97190dcd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Antoine=20Leli=C3=A8vre?= Date: Thu, 21 Jan 2021 10:26:27 +0100 Subject: [PATCH 1/2] Fixed diffusion profile shader property float values using the current culture instead of invariant --- .../Material/ShaderGraph/DiffusionProfileShaderProperty.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/DiffusionProfileShaderProperty.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/DiffusionProfileShaderProperty.cs index cdf11e64587..0e183a0ea23 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/DiffusionProfileShaderProperty.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/DiffusionProfileShaderProperty.cs @@ -40,7 +40,7 @@ internal override string GetPropertyBlockString() } /// Float to string convertion function without any loss of precision - string f2s(float f) => System.Convert.ToDouble(f).ToString("0." + new string('#', 339)); + string f2s(float f) => System.Convert.ToDouble(f).ToString("0." + new string('#', 339), CultureInfo.InvariantCulture); return $@"[DiffusionProfile]{referenceName}(""{displayName}"", Float) = {f2s(HDShadowUtils.Asfloat(hash))} From 5a9d3fd1cf18d0753c6330abab246e598d06533b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Antoine=20Leli=C3=A8vre?= Date: Thu, 21 Jan 2021 10:30:44 +0100 Subject: [PATCH 2/2] Updated changelog --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 423d099e086..5e2f0256296 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -29,6 +29,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed shadow matte not working with ambient occlusion when MSAA is enabled - Fixed exception when changing the current render pipeline to from HDRP to universal (case 1306291). - Fixed an issue in shadergraph when switch from a RenderingPass (case 1307653) +- Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator. ### Changed - Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356).