diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl index 514a53320c6..e4f12870952 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl @@ -1224,7 +1224,7 @@ bool HasFlag(uint bitfield, uint flag) // Normalize that account for vectors with zero length real3 SafeNormalize(float3 inVec) { - real dp3 = max(FLT_MIN, dot(inVec, inVec)); + float dp3 = max(FLT_MIN, dot(inVec, inVec)); return inVec * rsqrt(dp3); } diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index 0ffc27c92dd..98fbe09ba39 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -10,6 +10,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue where ShadowCaster2Ds were sometimes being rendered twice in the editor while in playmode. - Fixed SSAO to work in VR mode. Normal buffer stores normals in world space. - Fixed an issue in where the _ScreenParams is not setup correctly. +- Fixed lighting banding issue on mobile platforms ## [10.9.0] - 2021-12-06