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com.unity.render-pipelines.high-definition/Runtime/Lighting/Light Expand file tree Collapse file tree 3 files changed +2
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lines changed Original file line number Diff line number Diff line change @@ -2587,17 +2587,11 @@ private void Start()
25872587 }
25882588
25892589 // TODO: There are a lot of old != current checks and assignation in this function, maybe think about using another system ?
2590-
2591- #if XP_CRAZYHUNTER
2592- internal void DoLateUpdate ( )
2593- {
2594- #else
2595- internal void LateUpdate ( )
2590+ void LateUpdate ( )
25962591 {
25972592 // Prevent any unwanted sync when not in HDRP (case 1217575)
25982593 if ( HDRenderPipeline . currentPipeline == null )
25992594 return ;
2600- #endif
26012595
26022596 // We force the animation in the editor and in play mode when there is an animator component attached to the light
26032597#if ! UNITY_EDITOR
@@ -2947,8 +2941,6 @@ void UpdateLightIntensity()
29472941
29482942 void Awake ( )
29492943 {
2950- HDRPUpdates . LazyInit ( ) ;
2951-
29522944 Migrate ( ) ;
29532945
29542946 // We need to reconstruct the emissive mesh at Light creation if needed due to not beeing able to change hierarchy in prefab asset.
@@ -3698,7 +3690,7 @@ public ShadowMapType GetShadowMapType(HDLightType lightType)
36983690 /// <summary>Tell if the light is overlapping for the light overlap debug mode</summary>
36993691 internal bool IsOverlapping ( )
37003692 {
3701- var baking = legacyLight . bakingOutput ;
3693+ var baking = GetComponent < Light > ( ) . bakingOutput ;
37023694 bool isOcclusionSeparatelyBaked = baking . occlusionMaskChannel != - 1 ;
37033695 bool isDirectUsingBakedOcclusion = baking . mixedLightingMode == MixedLightingMode . Shadowmask || baking . mixedLightingMode == MixedLightingMode . Subtractive ;
37043696 return isDirectUsingBakedOcclusion && ! isOcclusionSeparatelyBaked ;
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