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Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera - Fixed material Emission properties not begin animated when recording an animation (case 1328108). - Fixed fog precision in some camera positions (case 1329603). +- Fixed contact shadows tile coordinates calculations. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute index a663ae28e27..ab84a489b27 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute @@ -170,7 +170,7 @@ void DeferredContactShadow(uint2 groupThreadId : SV_GroupThreadID, uint2 groupId uint2 pixelCoord = groupId * DEFERRED_SHADOW_TILE_SIZE + groupThreadId; // There might be a mismatch between the size of a tile and the group size of this shader. - uint2 tileCoord = groupId * (DEFERRED_SHADOW_TILE_SIZE / TILE_SIZE_FPTL); + uint2 tileCoord = (groupId * DEFERRED_SHADOW_TILE_SIZE) / (TILE_SIZE_FPTL); #ifdef ENABLE_MSAA float depth = LOAD_TEXTURE2D_X(_CameraDepthValues, pixelCoord.xy).z;