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.