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sebastienlagarde
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Purpose of this PR

This PR disable vrey high quality filtering mode for shadow in UI as it is not implemented
(original PR adding it are:
#4344
#4482
and
#4485
)
Waiting for #4037

This PR also clean distortion code in lit shader. The code in LitProperties was causing issue with Hybrid renderer


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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed.
Link to Yamato: https://yamato.cds.internal.unity3d.com/jobs/902-Graphics
Search for your PR branch using the sidebar on the left, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)

HDRP
/.yamato%252Fall-hdrp.yml%2523PR_HDRP_trunk
With changes to HDRP packages, you should also run
/.yamato%252Fall-lightmapper.yml%2523PR_LightMapper_trunk

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Comment on lines +359 to +363
// TEMP: HDShadowFilteringQuality.VeryHigh - This filtering mode is not ready so disabling in UI
// To re-enable remove the wo following light and re-enable the third one
int value = EditorGUILayout.IntPopup(Styles.filteringQuality, serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality.enumValueIndex, Styles.shadowFilteringNames, Styles.shadowFilteringValue);
serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality.enumValueIndex = value;
//EditorGUILayout.PropertyField(serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality, Styles.filteringQuality);
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If you want to disable the entry maybe is better to do it this way:

image

Suggested change
// TEMP: HDShadowFilteringQuality.VeryHigh - This filtering mode is not ready so disabling in UI
// To re-enable remove the wo following light and re-enable the third one
int value = EditorGUILayout.IntPopup(Styles.filteringQuality, serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality.enumValueIndex, Styles.shadowFilteringNames, Styles.shadowFilteringValue);
serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality.enumValueIndex = value;
//EditorGUILayout.PropertyField(serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality, Styles.filteringQuality);
serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality.intValue = (int)(HDShadowFilteringQuality)EditorGUILayout.EnumPopup(
Styles.filteringQuality,
(HDShadowFilteringQuality)serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality.intValue,
e => (HDShadowFilteringQuality)e != HDShadowFilteringQuality.VeryHigh, /* TEMP: HDShadowFilteringQuality.VeryHigh - This filtering mode is not ready so disabling in UI */
false);

It will still be visible, but users won't be able to select it from the UI, Also you do not need the GUIContents

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Thanks for the suggestion and it is what I wanted to do initially but don't know how, so good. But it is preferable to hide it fully, otherwise we will get various question about how to enable it. i.e users will think there is a settings somewhere to enable it whereas the feature is not implemented at all...

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4 participants