From 52d2af5a45ac411c7cbecb0cd6e8bdb3ac671f08 Mon Sep 17 00:00:00 2001 From: FrancescoC-Unity Date: Tue, 4 Aug 2020 16:40:29 +0200 Subject: [PATCH 1/2] Don't actually set the game object -1 as layer --- .../Runtime/Lighting/Light/HDAdditionalLightData.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs index 8511f62f016..40e836e2c72 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs @@ -1723,7 +1723,7 @@ public int areaLightEmissiveMeshLayer return; m_AreaLightEmissiveMeshLayer = value; - if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null)) + if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null) && m_AreaLightEmissiveMeshLayer != -1) { emissiveMeshRenderer.gameObject.layer = m_AreaLightEmissiveMeshLayer; } @@ -2509,7 +2509,7 @@ void OnValidate() RefreshCachedShadow(); - if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null)) + if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null) && m_AreaLightEmissiveMeshLayer != -1) { emissiveMeshRenderer.gameObject.layer = m_AreaLightEmissiveMeshLayer; } From b8b4a5d47e40b9015a9902db51352ff4a1867f71 Mon Sep 17 00:00:00 2001 From: FrancescoC-Unity Date: Tue, 4 Aug 2020 16:41:59 +0200 Subject: [PATCH 2/2] Changelog --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ab967256332..e8249c3517b 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -758,6 +758,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed GPU hang on D3D12 on xbox. - Fix several issues with physically-based DoF (TAA ghosting of the CoC buffer, smooth layer transitions, etc) - Fixed CoatMask block appearing when creating lit master node (case 1264632) +- Fixed error about layers when disabling emissive mesh for area lights. ### Changed - Improve MIP selection for decals on Transparents