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Fix the sky update issue
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Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -289,12 +289,13 @@ public void RenderSky(Camera camera, SkyParameters skyParameters, RenderTargetId
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{
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// Trigger a rebuild of cubemap / convolution
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// TODO: can we have some kind of hash value here ? +> use or override GetHashCode() + include a refresh rate value in parameters
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// TODO: we could apply multiplier/exposure and rotation on the final result (i.e on the sky ibl and on lightprobe / lightmap, but can be tricky as Unity seems to merge sky information with
292+
// TODO: we could apply multiplier/exposure and rotation on the final result (i.e on the sky ibl and on lightprobe / lightmap, but can be tricky as Unity seems to merge sky information with
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// other lighting into SH / lightmap.
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if (skyParameters.skyResolution != m_bakedSkyParameters.skyResolution ||
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skyParameters.exposure != m_bakedSkyParameters.exposure ||
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skyParameters.rotation != m_bakedSkyParameters.rotation ||
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skyParameters.multiplier != m_bakedSkyParameters.multiplier)
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skyParameters.multiplier != m_bakedSkyParameters.multiplier ||
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skyParameters.skyHDRI != m_bakedSkyParameters.skyHDRI)
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{
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using (new Utilities.ProfilingSample("Sky Pass: Render Cubemap", renderLoop))
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{
@@ -314,6 +315,7 @@ public void RenderSky(Camera camera, SkyParameters skyParameters, RenderTargetId
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}
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// Cleanup all this...
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m_bakedSkyParameters.skyHDRI = skyParameters.skyHDRI;
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m_bakedSkyParameters.skyResolution = skyParameters.skyResolution;
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m_bakedSkyParameters.exposure = skyParameters.exposure;
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m_bakedSkyParameters.rotation = skyParameters.rotation;

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