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johnparsJulienIgnace-UnitysebastienlagardeFrancescoC-unitypmavridis
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Fix Light Intensity UI Prefab Override Application (1299563) (#3061)
* Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * Apply the fix * Changelog * Mofified approach to the fix, this time also fixing override saving of light unit * Use more precise rect line offset calculation * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -10,6 +10,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed GC allocations from XR occlusion mesh when using multipass.
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- Fixed XR depth copy when using MSAA.
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- Fixed after post process custom pass scale issue when dynamic resolution is enabled (case 1299194).
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- Fixed an issue with light intensity prefab override application not visible in the inspector (case 1299563).
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### Changed
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- Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356).

com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs

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@@ -599,11 +599,18 @@ static void DrawLightIntensityGUILayout(SerializedHDLight serialized, Editor own
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Rect labelRect = lineRect;
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labelRect.width = EditorGUIUtility.labelWidth;
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// Expand to reach both lines of the intensity field.
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var interlineOffset = EditorGUIUtility.singleLineHeight + 2f;
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labelRect.height += interlineOffset;
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//handling of prefab overrides in a parent label
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GUIContent parentLabel = s_Styles.lightIntensity;
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parentLabel = EditorGUI.BeginProperty(labelRect, parentLabel, serialized.intensity);
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parentLabel = EditorGUI.BeginProperty(labelRect, parentLabel, serialized.lightUnit);
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parentLabel = EditorGUI.BeginProperty(labelRect, parentLabel, serialized.intensity);
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{
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// Restore the original rect for actually drawing the label.
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labelRect.height -= interlineOffset;
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EditorGUI.LabelField(labelRect, parentLabel);
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}
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EditorGUI.EndProperty();

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