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Original file line number Diff line number Diff line change
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Expand Down Expand Up @@ -285,7 +286,7 @@ MonoBehaviour:
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Expand Down Expand Up @@ -335,6 +337,7 @@ MonoBehaviour:
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Expand All @@ -362,6 +365,7 @@ Transform:
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Expand Down Expand Up @@ -395,6 +399,7 @@ Transform:
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Expand Down Expand Up @@ -594,6 +599,7 @@ MonoBehaviour:
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Expand All @@ -609,7 +615,6 @@ MonoBehaviour:
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Expand Down Expand Up @@ -693,6 +698,7 @@ Transform:
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Expand Down Expand Up @@ -724,6 +730,7 @@ Transform:
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Expand Down Expand Up @@ -787,6 +794,7 @@ Transform:
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Expand Down Expand Up @@ -852,6 +860,7 @@ Transform:
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Expand Down Expand Up @@ -1017,7 +1026,7 @@ PrefabInstance:
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Expand Down Expand Up @@ -1148,6 +1158,7 @@ Transform:
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Expand Down Expand Up @@ -1273,6 +1285,7 @@ Transform:
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Expand Down Expand Up @@ -1312,6 +1325,7 @@ Transform:
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Expand Down Expand Up @@ -1607,6 +1623,7 @@ Transform:
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Expand Down Expand Up @@ -1719,6 +1736,7 @@ Transform:
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Expand Down Expand Up @@ -1758,6 +1776,7 @@ Transform:
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Expand Down Expand Up @@ -1871,6 +1890,7 @@ Transform:
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Expand Down Expand Up @@ -2211,7 +2236,7 @@ MonoBehaviour:
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Expand Down Expand Up @@ -2240,6 +2265,7 @@ Transform:
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Expand Down Expand Up @@ -2275,6 +2301,7 @@ Transform:
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Expand Down
1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed support for interleaved tiling in path tracing.
- Fixed robustness issues with the stacklit material in path tracing (case 1373971).
- Fixed custom pass injection point not visible in the UI when using the Camera mode.
- Fixed Z axis orientation when sampling 3D textures in local volumetric fog.

### Changed
- Use RayTracingAccelerationStructure.CullInstances to filter Renderers and populate the acceleration structure with ray tracing instances for improved CPU performance on the main thread.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -43,6 +43,9 @@ If a Scene uses Density Volumes, HDRP automatically changes the GameObjects to u

However, if you reference a **Density Volume** through a C# script, a warning appears (**DensityVolume has been deprecated (UnityUpgradable) -> Local Volumetric Fog**) in the Console window. This warning may stop your Project from compiling in future versions of HDRP. To resolve this, change your code to target the new component.

The sampling axis of **3DTexture** in the **Density Volume** component has been corrected to match Unity's axis convention.
To accommodate this change you will have to mirror the **3DTextures** you are using along their **Z axis**.

## ClearFlag

HDRP 2021.2 includes the new `ClearFlag.Stencil` function. Use this to clear all flags from a stencil.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -94,10 +94,8 @@ internal void Update(float time)
//Update scrolling based on deltaTime
if (volumeMask != null)
{
textureOffset = (textureScrollingSpeed * time);
// Switch from right-handed to left-handed coordinate system.
textureOffset.x = -textureOffset.x;
textureOffset.y = -textureOffset.y;
textureOffset = -(textureScrollingSpeed * time);
}
}

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -65,9 +65,6 @@ float ComputeFadeFactor(float3 coordNDC, float dist,
float3 rcpPosFaceFade, float3 rcpNegFaceFade, bool invertFade,
float rcpDistFadeLen, float endTimesRcpDistFadeLen, int falloffMode)
{
// We have to account for handedness.
coordNDC.z = 1 - coordNDC.z;

float3 posF = Remap10(coordNDC, rcpPosFaceFade, rcpPosFaceFade);
float3 negF = Remap01(coordNDC, rcpNegFaceFade, 0);
float dstF = Remap10(dist, rcpDistFadeLen, endTimesRcpDistFadeLen);
Expand Down Expand Up @@ -189,7 +186,7 @@ void FillVolumetricDensityBuffer(PositionInputs posInput, uint tileIndex, Jitter

const OrientedBBox obb = _VolumeBounds[volumeIndex];

const float3x3 obbFrame = float3x3(obb.right, obb.up, cross(obb.up, obb.right));
const float3x3 obbFrame = float3x3(obb.right, obb.up, cross(obb.right, obb.up));
const float3 obbExtents = float3(obb.extentX, obb.extentY, obb.extentZ);

// Express the voxel center in the local coordinate system of the box.
Expand Down