From 1eeade4af0e4d4f2930a0d3d2a3833de57e25317 Mon Sep 17 00:00:00 2001 From: Wilfrid Girard Date: Thu, 11 Mar 2021 16:33:16 +0900 Subject: [PATCH 1/9] [UniversalRP] Replace some magic numbers by named variable UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution --- .../Editor/UniversalRenderPipelineAssetEditor.cs | 4 ++-- .../Editor/UniversalRenderPipelineLightEditor.cs | 4 ++-- .../Runtime/UniversalAdditionalLightData.cs | 1 + 3 files changed, 5 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs index a56ae2fa169..a804941c3c5 100644 --- a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs @@ -47,7 +47,7 @@ internal class Styles public static GUIContent perObjectLimit = EditorGUIUtility.TrTextContent("Per Object Limit", "Maximum amount of additional lights. These lights are sorted and culled per-object."); public static GUIContent supportsAdditionalShadowsText = EditorGUIUtility.TrTextContent("Cast Shadows", "If enabled shadows will be supported for spot lights.\n"); public static GUIContent additionalLightsShadowmapResolution = EditorGUIUtility.TrTextContent("Shadow Atlas Resolution", "All additional lights are packed into a single shadowmap atlas. This setting controls the atlas size."); - public static GUIContent additionalLightsShadowResolutionTiers = EditorGUIUtility.TrTextContent("Shadow Resolution Tiers", "Additional Lights Shadow Resolution Tiers. Rounded to the next power of two, and clamped to be at least 128."); + public static GUIContent additionalLightsShadowResolutionTiers = EditorGUIUtility.TrTextContent("Shadow Resolution Tiers", $"Additional Lights Shadow Resolution Tiers. Rounded to the next power of two, and clamped to be at least {UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution}."); public static GUIContent[] additionalLightsShadowResolutionTierNames = { new GUIContent("Low"), @@ -381,7 +381,7 @@ void DrawShadowResolutionTierSettings() { var fieldSlot = new Rect(contentRect.x + pixelShift, contentRect.y, num - labelWidth, contentRect.height); // Define the rectangle for the field int value = EditorGUI.DelayedIntField(fieldSlot, values[index].intValue); - values[index].intValue = Mathf.Max(128, Mathf.NextPowerOfTwo(value)); + values[index].intValue = Mathf.Max(UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution, Mathf.NextPowerOfTwo(value)); } pixelShift += spaceLeft; // Shift by the slot that was left for the field } diff --git a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineLightEditor.cs b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineLightEditor.cs index a304ae6a063..16cdd60dc05 100644 --- a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineLightEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineLightEditor.cs @@ -34,7 +34,7 @@ class Styles public static readonly GUIContent ShadowNormalBias = EditorGUIUtility.TrTextContent("Normal", "Controls the distance shadow caster vertices are offset along their normals when rendering shadow maps. Currently ignored for Point Lights."); // Resolution (default or custom) - public static readonly GUIContent ShadowResolution = EditorGUIUtility.TrTextContent("Resolution", "Sets the rendered resolution of the shadow maps. A higher resolution increases the fidelity of shadows at the cost of GPU performance and memory usage. Rounded to the next power of two, and clamped to be at least 128."); + public static readonly GUIContent ShadowResolution = EditorGUIUtility.TrTextContent("Resolution", $"Sets the rendered resolution of the shadow maps. A higher resolution increases the fidelity of shadows at the cost of GPU performance and memory usage. Rounded to the next power of two, and clamped to be at least {UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution}."); public static readonly int[] ShadowResolutionDefaultValues = { UniversalAdditionalLightData.AdditionalLightsShadowResolutionTierCustom, @@ -346,7 +346,7 @@ void DrawShadowsResolutionGUI() { // show the custom value field GUI. var newResolution = EditorGUI.IntField(fieldRect, settings.shadowsResolution.intValue); - settings.shadowsResolution.intValue = Mathf.Max(128, Mathf.NextPowerOfTwo(newResolution)); + settings.shadowsResolution.intValue = Mathf.Max(UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution, Mathf.NextPowerOfTwo(newResolution)); m_AdditionalLightDataSO.ApplyModifiedProperties(); } diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalLightData.cs b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalLightData.cs index 37363dac78c..5ae2efc03c2 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalLightData.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalLightData.cs @@ -31,6 +31,7 @@ public bool usePipelineSettings public static readonly int AdditionalLightsShadowResolutionTierHigh = 2; public static readonly int AdditionalLightsShadowDefaultResolutionTier = AdditionalLightsShadowResolutionTierLow; public static readonly int AdditionalLightsShadowDefaultCustomResolution = 128; + public static readonly int AdditionalLightsShadowMinimumResolution = 128; [Tooltip("Controls if light shadow resolution uses pipeline settings.")] [SerializeField] int m_AdditionalLightsShadowResolutionTier = AdditionalLightsShadowDefaultResolutionTier; From 778d8fa96122afa553fb06b34b5e0f01ff18b407 Mon Sep 17 00:00:00 2001 From: Wilfrid Girard Date: Thu, 11 Mar 2021 16:36:25 +0900 Subject: [PATCH 2/9] [UniversalRP] Make sure upgrading to Universal RP 2021 does not change Spot Light shadow resolutions (internal ticket https://fogbugz.unity3d.com/f/cases/1316540 ) --- .../Runtime/Data/UniversalRenderPipelineAsset.cs | 14 ++++++++++++-- .../Runtime/UniversalAdditionalLightData.cs | 2 +- 2 files changed, 13 insertions(+), 3 deletions(-) diff --git a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs index 779304a17c6..ffc38225113 100644 --- a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs +++ b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs @@ -102,8 +102,8 @@ public partial class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerial ScriptableRenderer[] m_Renderers = new ScriptableRenderer[1]; // Default values set when a new UniversalRenderPipeline asset is created - [SerializeField] int k_AssetVersion = 7; - [SerializeField] int k_AssetPreviousVersion = 7; + [SerializeField] int k_AssetVersion = 8; + [SerializeField] int k_AssetPreviousVersion = 8; // Deprecated settings for upgrading sakes [SerializeField] RendererType m_RendererType = RendererType.ForwardRenderer; @@ -914,6 +914,16 @@ public void OnAfterDeserialize() k_AssetVersion = 7; } + if (k_AssetVersion < 8) + { + m_AdditionalLightsShadowResolutionTierHigh = (int)m_AdditionalLightsShadowmapResolution; + m_AdditionalLightsShadowResolutionTierMedium = Mathf.Max(m_AdditionalLightsShadowResolutionTierHigh / 2, UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution); + m_AdditionalLightsShadowResolutionTierLow = Mathf.Max(m_AdditionalLightsShadowResolutionTierMedium / 2, UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution); + + k_AssetPreviousVersion = k_AssetVersion; + k_AssetVersion = 8; + } + #if UNITY_EDITOR if (k_AssetPreviousVersion != k_AssetVersion) { diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalLightData.cs b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalLightData.cs index 5ae2efc03c2..3053fce9acd 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalLightData.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalLightData.cs @@ -29,7 +29,7 @@ public bool usePipelineSettings public static readonly int AdditionalLightsShadowResolutionTierLow = 0; public static readonly int AdditionalLightsShadowResolutionTierMedium = 1; public static readonly int AdditionalLightsShadowResolutionTierHigh = 2; - public static readonly int AdditionalLightsShadowDefaultResolutionTier = AdditionalLightsShadowResolutionTierLow; + public static readonly int AdditionalLightsShadowDefaultResolutionTier = AdditionalLightsShadowResolutionTierHigh; public static readonly int AdditionalLightsShadowDefaultCustomResolution = 128; public static readonly int AdditionalLightsShadowMinimumResolution = 128; From bb22fdf85b881a6321eed17b27aa1372de51a7b8 Mon Sep 17 00:00:00 2001 From: Wilfrid Girard Date: Thu, 11 Mar 2021 17:44:05 +0900 Subject: [PATCH 3/9] [UniversalRP] Only upgrade Additional Light Shadow Resolution Tier values if it seems that they have never been customized (@Verasl suggestion) --- .../Data/UniversalRenderPipelineAsset.cs | 22 ++++++++++++++----- 1 file changed, 16 insertions(+), 6 deletions(-) diff --git a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs index ffc38225113..f83a51d619b 100644 --- a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs +++ b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs @@ -137,9 +137,9 @@ public partial class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerial [SerializeField] bool m_AdditionalLightShadowsSupported = false; [SerializeField] ShadowResolution m_AdditionalLightsShadowmapResolution = ShadowResolution._2048; - [SerializeField] int m_AdditionalLightsShadowResolutionTierLow = 256; - [SerializeField] int m_AdditionalLightsShadowResolutionTierMedium = 512; - [SerializeField] int m_AdditionalLightsShadowResolutionTierHigh = 1024; + [SerializeField] int m_AdditionalLightsShadowResolutionTierLow = AdditionalLightsDefaultShadowResolutionTierLow; + [SerializeField] int m_AdditionalLightsShadowResolutionTierMedium = AdditionalLightsDefaultShadowResolutionTierMedium; + [SerializeField] int m_AdditionalLightsShadowResolutionTierHigh = AdditionalLightsDefaultShadowResolutionTierHigh; // Shadows Settings [SerializeField] float m_ShadowDistance = 50.0f; @@ -190,6 +190,10 @@ public partial class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerial public static readonly string packagePath = "Packages/com.unity.render-pipelines.universal"; public static readonly string editorResourcesGUID = "a3d8d823eedde654bb4c11a1cfaf1abb"; + public static readonly int AdditionalLightsDefaultShadowResolutionTierLow = 256; + public static readonly int AdditionalLightsDefaultShadowResolutionTierMedium = 512; + public static readonly int AdditionalLightsDefaultShadowResolutionTierHigh = 1024; + public static UniversalRenderPipelineAsset Create(ScriptableRendererData rendererData = null) { // Create Universal RP Asset @@ -916,9 +920,15 @@ public void OnAfterDeserialize() if (k_AssetVersion < 8) { - m_AdditionalLightsShadowResolutionTierHigh = (int)m_AdditionalLightsShadowmapResolution; - m_AdditionalLightsShadowResolutionTierMedium = Mathf.Max(m_AdditionalLightsShadowResolutionTierHigh / 2, UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution); - m_AdditionalLightsShadowResolutionTierLow = Mathf.Max(m_AdditionalLightsShadowResolutionTierMedium / 2, UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution); + if (m_AdditionalLightsShadowResolutionTierHigh == AdditionalLightsDefaultShadowResolutionTierHigh && + m_AdditionalLightsShadowResolutionTierMedium == AdditionalLightsDefaultShadowResolutionTierMedium && + m_AdditionalLightsShadowResolutionTierLow == AdditionalLightsDefaultShadowResolutionTierLow) + { + // if all resolutions are still the default values, we assume that they have never been customized and that it is safe to upgrade them to fit better the Additional Lights Shadow Atlas size + m_AdditionalLightsShadowResolutionTierHigh = (int)m_AdditionalLightsShadowmapResolution; + m_AdditionalLightsShadowResolutionTierMedium = Mathf.Max(m_AdditionalLightsShadowResolutionTierHigh / 2, UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution); + m_AdditionalLightsShadowResolutionTierLow = Mathf.Max(m_AdditionalLightsShadowResolutionTierMedium / 2, UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution); + } k_AssetPreviousVersion = k_AssetVersion; k_AssetVersion = 8; From 43e09021b1a206ee74c68d7e37df38a73de1a7c7 Mon Sep 17 00:00:00 2001 From: Wilfrid Girard Date: Fri, 12 Mar 2021 16:46:45 +0900 Subject: [PATCH 4/9] [UniversalRP] Move UniversalRenderPipelineAsset.AdditionalLightsDefaultShadowResolutionTier... constant definitions outside of #if UNITY_EDITOR block --- .../Runtime/Data/UniversalRenderPipelineAsset.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs index f83a51d619b..f645651a6c1 100644 --- a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs +++ b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs @@ -183,6 +183,10 @@ public partial class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerial internal const int k_ShadowCascadeMinCount = 1; internal const int k_ShadowCascadeMaxCount = 4; + public static readonly int AdditionalLightsDefaultShadowResolutionTierLow = 256; + public static readonly int AdditionalLightsDefaultShadowResolutionTierMedium = 512; + public static readonly int AdditionalLightsDefaultShadowResolutionTierHigh = 1024; + #if UNITY_EDITOR [NonSerialized] internal UniversalRenderPipelineEditorResources m_EditorResourcesAsset; @@ -190,10 +194,6 @@ public partial class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerial public static readonly string packagePath = "Packages/com.unity.render-pipelines.universal"; public static readonly string editorResourcesGUID = "a3d8d823eedde654bb4c11a1cfaf1abb"; - public static readonly int AdditionalLightsDefaultShadowResolutionTierLow = 256; - public static readonly int AdditionalLightsDefaultShadowResolutionTierMedium = 512; - public static readonly int AdditionalLightsDefaultShadowResolutionTierHigh = 1024; - public static UniversalRenderPipelineAsset Create(ScriptableRendererData rendererData = null) { // Create Universal RP Asset From e82aa3dc79a5e852bd88952530b9b46e83031ddd Mon Sep 17 00:00:00 2001 From: Wilfrid Girard Date: Mon, 15 Mar 2021 11:23:23 +0900 Subject: [PATCH 5/9] [UniversalRP] Increase UniversalGraphicsTest_Foundation scene 105_TransparentReceiveShadow spot light shadow resolution to higher tier to match previous settings --- .../Assets/Scenes/105_TransparentReceiveShadows.unity | 1 + 1 file changed, 1 insertion(+) diff --git a/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/105_TransparentReceiveShadows.unity b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/105_TransparentReceiveShadows.unity index b48b44cee5d..108fe3c4df3 100644 --- a/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/105_TransparentReceiveShadows.unity +++ b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/105_TransparentReceiveShadows.unity @@ -1753,6 +1753,7 @@ MonoBehaviour: m_EditorClassIdentifier: m_UsePipelineSettings: 0 m_AdditionalLightsShadowResolutionTier: 1 + m_AdditionalLightsShadowResolutionTier: 2 --- !u!1 &558490757 GameObject: m_ObjectHideFlags: 0 From 7ce4d03efd2fda02a88ea2d4132afbb2c15af428 Mon Sep 17 00:00:00 2001 From: Wilfrid Girard Date: Wed, 17 Mar 2021 12:16:59 +0900 Subject: [PATCH 6/9] Fix asset that was incorrectly edited in e82aa3d --- .../Assets/Scenes/105_TransparentReceiveShadows.unity | 1 - 1 file changed, 1 deletion(-) diff --git a/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/105_TransparentReceiveShadows.unity b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/105_TransparentReceiveShadows.unity index 108fe3c4df3..56ea8f7bcba 100644 --- a/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/105_TransparentReceiveShadows.unity +++ b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/105_TransparentReceiveShadows.unity @@ -1752,7 +1752,6 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: m_UsePipelineSettings: 0 - m_AdditionalLightsShadowResolutionTier: 1 m_AdditionalLightsShadowResolutionTier: 2 --- !u!1 &558490757 GameObject: From 1fbcde09da0fb944842fd5224f1571107337883b Mon Sep 17 00:00:00 2001 From: Wilfrid Girard Date: Thu, 1 Apr 2021 17:56:30 +0900 Subject: [PATCH 7/9] Add local variable to make code easier to read (as suggested in https://github.com/Unity-Technologies/Graphics/pull/3831#discussion_r605061504) (cherry picked from commit 82f939df2d54238754f8cb91df530258f5bf9212) --- .../Runtime/Data/UniversalRenderPipelineAsset.cs | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs index f645651a6c1..c4aece4d0ad 100644 --- a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs +++ b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs @@ -920,9 +920,12 @@ public void OnAfterDeserialize() if (k_AssetVersion < 8) { - if (m_AdditionalLightsShadowResolutionTierHigh == AdditionalLightsDefaultShadowResolutionTierHigh && - m_AdditionalLightsShadowResolutionTierMedium == AdditionalLightsDefaultShadowResolutionTierMedium && - m_AdditionalLightsShadowResolutionTierLow == AdditionalLightsDefaultShadowResolutionTierLow) + bool assetContainsCustomAdditionalLightShadowResolutions = + m_AdditionalLightsShadowResolutionTierHigh != AdditionalLightsDefaultShadowResolutionTierHigh || + m_AdditionalLightsShadowResolutionTierMedium != AdditionalLightsDefaultShadowResolutionTierMedium || + m_AdditionalLightsShadowResolutionTierLow != AdditionalLightsDefaultShadowResolutionTierLow; + + if (!assetContainsCustomAdditionalLightShadowResolutions) { // if all resolutions are still the default values, we assume that they have never been customized and that it is safe to upgrade them to fit better the Additional Lights Shadow Atlas size m_AdditionalLightsShadowResolutionTierHigh = (int)m_AdditionalLightsShadowmapResolution; From 997afaea67392ccc4edcbca3012ecc07f909ecab Mon Sep 17 00:00:00 2001 From: Wilfrid Girard Date: Wed, 7 Apr 2021 16:33:34 +0900 Subject: [PATCH 8/9] Update UniversalRenderPipelineAsset.k_AssetPreviousVersion to match with the one in 2021.2 pull request - see conversation https://github.com/Unity-Technologies/Graphics/pull/3831#discussion_r607774769 --- .../Runtime/Data/UniversalRenderPipelineAsset.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs index c4aece4d0ad..c7637bf9e90 100644 --- a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs +++ b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs @@ -102,8 +102,8 @@ public partial class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerial ScriptableRenderer[] m_Renderers = new ScriptableRenderer[1]; // Default values set when a new UniversalRenderPipeline asset is created - [SerializeField] int k_AssetVersion = 8; - [SerializeField] int k_AssetPreviousVersion = 8; + [SerializeField] int k_AssetVersion = 9; + [SerializeField] int k_AssetPreviousVersion = 9; // Deprecated settings for upgrading sakes [SerializeField] RendererType m_RendererType = RendererType.ForwardRenderer; @@ -918,7 +918,7 @@ public void OnAfterDeserialize() k_AssetVersion = 7; } - if (k_AssetVersion < 8) + if (k_AssetVersion < 9) { bool assetContainsCustomAdditionalLightShadowResolutions = m_AdditionalLightsShadowResolutionTierHigh != AdditionalLightsDefaultShadowResolutionTierHigh || @@ -934,7 +934,7 @@ public void OnAfterDeserialize() } k_AssetPreviousVersion = k_AssetVersion; - k_AssetVersion = 8; + k_AssetVersion = 9; } #if UNITY_EDITOR @@ -967,10 +967,10 @@ static void UpgradeAsset(UniversalRenderPipelineAsset asset) asset.k_AssetPreviousVersion = 5; } - if (asset.k_AssetPreviousVersion < 7) + if (asset.k_AssetPreviousVersion < 9) { // The added feature was reverted, we keep this version to avoid breakage in case somebody already has version 7 - asset.k_AssetPreviousVersion = 7; + asset.k_AssetPreviousVersion = 9; } EditorUtility.SetDirty(asset); From d68342105192bf0ec25c0c270a93ee253ebd40dd Mon Sep 17 00:00:00 2001 From: Wilfrid Girard Date: Thu, 8 Apr 2021 17:55:10 +0900 Subject: [PATCH 9/9] [UniversalRP] Increase UniversalGraphicsTest scene 105_TransparentReceiveShadow spot light shadow resolution to higher tier to match previous settings --- .../Assets/Scenes/105_TransparentReceiveShadows.unity | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_TransparentReceiveShadows.unity b/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_TransparentReceiveShadows.unity index b48b44cee5d..56ea8f7bcba 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_TransparentReceiveShadows.unity +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_TransparentReceiveShadows.unity @@ -1752,7 +1752,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: m_UsePipelineSettings: 0 - m_AdditionalLightsShadowResolutionTier: 1 + m_AdditionalLightsShadowResolutionTier: 2 --- !u!1 &558490757 GameObject: m_ObjectHideFlags: 0