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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -48,6 +48,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue with path traced shadows and layer masks (case 1375638).
- Fixed Z axis orientation when sampling 3D textures in local volumetric fog.
- Fixed geometry scale issue with the Eye Shader.
- Fixed light unit conversion after changing mid gray value.

### Changed
- Use RayTracingAccelerationStructure.CullInstances to filter Renderers and populate the acceleration structure with ray tracing instances for improved CPU performance on the main thread.
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Expand Up @@ -15,7 +15,9 @@ namespace UnityEditor.Rendering.HighDefinition
/// </summary>
public class EmissionUIBlock : MaterialUIBlock
{
static float s_MaxEvValue = Mathf.Floor(LightUtils.ConvertLuminanceToEv(float.MaxValue)) - 1;
// Max EV Value. Equals to LightUtils.ConvertLuminanceToEv(float.MaxValue)
// Literal value to avoid precision issue with max float and to be independent of ColorUtils.s_LightMeterCalibrationConstant.
static float s_MaxEvValue = 130.0f;

/// <summary>Options for emission block features. Use this to control which fields are visible.</summary>
[Flags]
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Expand Up @@ -8,8 +8,8 @@ namespace UnityEngine.Rendering.HighDefinition
/// </summary>
class LightUtils
{
static float s_LuminanceToEvFactor = Mathf.Log(100f / ColorUtils.s_LightMeterCalibrationConstant, 2);
static float s_EvToLuminanceFactor = -Mathf.Log(100f / ColorUtils.s_LightMeterCalibrationConstant, 2);
static float s_LuminanceToEvFactor => Mathf.Log(100f / ColorUtils.s_LightMeterCalibrationConstant, 2);
static float s_EvToLuminanceFactor => -Mathf.Log(100f / ColorUtils.s_LightMeterCalibrationConstant, 2);

// Physical light unit helper
// All light unit are in lumen (Luminous power)
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