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Physically Based Sky documentation now mentions the warmup cost explicitly (#6323)
* Physically Based Sky documentation now mentions the warmup cost explicitly. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]>
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com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md

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@@ -130,6 +130,10 @@ The default values in either mode make it so the planet's surface is at **0** on
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* If not in **Spherical Mode**, decrease the **Sea Level**.
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## Warmup cost
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This sky type requires heavy precomputation to be rendered. Because of this, the first few frames (depending on the *Number of bounces* parameter) are going to take much longer. This needs to be taken into consideration when switching from another sky type to the Physically Based Sky for example as it might produce a noticeable drop in framerate.
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### Reference list
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* Bruneton, Eric, and Fabrice Neyret. 2008. “Precomputed Atmospheric Scattering.” *Computer Graphics Forum* 27, no. 4 (2008): 1079–86. https://doi.org/10.1111/j.1467-8659.2008.01245.x.

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