diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index e24e7626dfe..e0be764630d 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -40,6 +40,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed range fields for depth of field (case 1376609). - Fixed exception on DLSS when motion vectors are disabled (case # 1377986). - Fixed decal performances when they use different material and the same draw order. +- Fixed alpha channel display in color picker in Local Volumetric Fog component (the alpha is not used for the fog) (case 1381267). ### Changed - Optimizations for the physically based depth of field. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFog.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFog.cs index 4f609aa8c99..fd7e6e86309 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFog.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFog.cs @@ -8,6 +8,7 @@ namespace UnityEngine.Rendering.HighDefinition public partial struct LocalVolumetricFogArtistParameters { /// Single scattering albedo: [0, 1]. Alpha is ignored. + [ColorUsage(false)] public Color albedo; /// Mean free path, in meters: [1, inf]. public float meanFreePath; // Should be chromatic - this is an optimization!