From 85e9de08af5b4b76817ec8f653cf0e5282d35651 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=9D=8E=E6=98=8E=E7=9A=93?= <36237320+Minghou-Lei@users.noreply.github.com> Date: Sun, 25 Apr 2021 16:27:27 +0800 Subject: [PATCH 1/2] Fixed a small spelling error --- .../Runtime/RenderGraph/RenderGraph.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs index 60d1c65ca69..eed02b8a432 100644 --- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs +++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs @@ -28,7 +28,7 @@ public class RenderGraphContext public ScriptableRenderContext renderContext; ///Command Buffer used for rendering. public CommandBuffer cmd; - ///Render Graph pooll used for temporary data. + ///Render Graph pool used for temporary data. public RenderGraphObjectPool renderGraphPool; ///Render Graph default resources. public RenderGraphDefaultResources defaultResources; From 9c4058bf5788cec15011c27082208ec0349ce5e2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=9D=8E=E6=98=8E=E7=9A=93?= <36237320+Minghou-Lei@users.noreply.github.com> Date: Mon, 23 Sep 2024 11:59:44 +0800 Subject: [PATCH 2/2] Fixed box shape spotlight range attenuation does not work in volumetric lighting --- .../Lighting/VolumetricLighting/VolumetricLighting.compute | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute index 39c7edc9b89..98e6cc63748 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute @@ -448,7 +448,7 @@ VoxelLighting EvaluateVoxelLightingLocal(LightLoopContext context, uint groupIdx float3 L = -light.forward; float3 lightToSample = posInput.positionWS - light.positionRWS; float distProj = dot(lightToSample, light.forward); - float4 distances = float4(1, 1, 1, distProj); + float4 distances = float4(distProj, distProj * distProj, 1.0f, distProj); float4 lightColor = EvaluateLight_Punctual(context, posInput, light, L, distances); // The volumetric light dimmer, unlike the regular light dimmer, is not pre-multiplied.