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Updated Physically Based Sky documentation with more warnings about warmup cost. #6498
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f544fb0
PBR sky doc addendum
JulienIgnace-Unity d4697f7
Update changelog
JulienIgnace-Unity a7a9afc
Added list of parameters that cause precomputation reset.
JulienIgnace-Unity 030c76c
Merge branch 'master' of https://github.com/Unity-Technologies/Graphi…
JulienIgnace-Unity 0546948
Added missing changelog
JulienIgnace-Unity 8583118
Review update
JulienIgnace-Unity e40bae2
Merge branch 'master' of https://github.com/Unity-Technologies/Graphi…
JulienIgnace-Unity 2a8310b
Review Update 2
JulienIgnace-Unity a074fe2
Fix merge error
JulienIgnace-Unity 40419da
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Improved this bit too. Suggested change:
When you use a Physically Based Sky it might cause a noticeable drop in framerate. This is because HDRP performs a large amount of precomputations to render a Physically Based Sky, so the first few frames (depending on the Number of bounces parameter) takes more time to render than other HDRP sky types.
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Change sounds good but I think it's missing emphasis on this part:
That stresses out the fact that switching sky type during gameplay is going to show this drop in framerate.
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Thanks for your feedback! I've changed my suggestion to the following:
When you switch to or from a Physically Based Sky, it might cause a noticeable drop in framerate. This is because HDRP performs a large amount of precomputations to render a Physically Based Sky, so the first few frames (depending on the Number of bounces parameter) takes more time to render than other HDRP sky types.