diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/26_NonUnifomScale.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/26_NonUnifomScale.png index 506a6496e9b..3d99ca20434 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/26_NonUnifomScale.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/26_NonUnifomScale.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e3e55b602f6f5ce86cf55d00123a9b7e7aabdad9ea5de81f44c5212b3ab91fe3 -size 302844 +oid sha256:d980def0e91a48b1da2db3684a84cde0c900f987ecc8391ef47fe24b25d5301f +size 302174 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/26_NonUnifomScale.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/26_NonUnifomScale.png index 7bbdd6a3ede..3d99ca20434 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/26_NonUnifomScale.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/26_NonUnifomScale.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f4b03b84afcf439d75aa8530893acd74ebc4f9f6a1cbad54b620792327ec9fd7 -size 301960 +oid sha256:d980def0e91a48b1da2db3684a84cde0c900f987ecc8391ef47fe24b25d5301f +size 302174 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 766ed997114..03cf6a03ef0 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -35,6 +35,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed atmospheric scattering being incorrectly enabled when scene lighting is disabled. - Fixed error thrown when layered lit material has an invalid material type. - Fixed a nullref when enabling raycount without ray tracing. +- Fixed an issue where forced sky update (like PBR sky amortized updated) would not update ambient probe. ## [10.7.0] - 2021-07-02 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs index 8c8a6913fd8..6272c0a720a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs @@ -762,7 +762,7 @@ public void UpdateEnvironment(HDCamera hdCamera, // Debug.Log("Update Sky Lighting"); RenderSkyToCubemap(skyContext); - if (updateAmbientProbe&& !renderingContext.computeAmbientProbeRequested) + if (updateAmbientProbe) { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.UpdateSkyAmbientProbe))) { @@ -770,7 +770,6 @@ public void UpdateEnvironment(HDCamera hdCamera, cmd.SetComputeTextureParam(m_ComputeAmbientProbeCS, m_ComputeAmbientProbeKernel, m_AmbientProbeInputCubemap, renderingContext.skyboxCubemapRT); cmd.DispatchCompute(m_ComputeAmbientProbeCS, m_ComputeAmbientProbeKernel, 1, 1, 1); cmd.RequestAsyncReadback(renderingContext.ambientProbeResult, renderingContext.OnComputeAmbientProbeDone); - renderingContext.computeAmbientProbeRequested = true; // When the profiler is enabled, we don't want to submit the render context because // it will break all the profiling sample Begin() calls issued previously, which leads diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs index e200c87e0a5..85ddbca4b80 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs @@ -15,7 +15,6 @@ internal class SkyRenderingContext public bool supportsConvolution { get; private set; } = false; internal bool ambientProbeIsReady = false; - public bool computeAmbientProbeRequested = false; public SkyRenderingContext(int resolution, int bsdfCount, bool supportsConvolution, SphericalHarmonicsL2 ambientProbe, string name) { @@ -44,7 +43,6 @@ public SkyRenderingContext(int resolution, int bsdfCount, bool supportsConvoluti public void Reset() { ambientProbeIsReady = false; - computeAmbientProbeRequested = false; } public void Cleanup()