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[Fogbugz # 1355839] Making Flare occlusion radius consistent for directional lights regardless of far plane #5643
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. SRP Core Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
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Tested multiple light types, especially directional.
Tested scene and game view.
Great fix!
… of near/far plane distance.
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Tests are passing. Seams like we are only failing on crash at shutdown, unrelated issue. |
Note to @Unity-Technologies/gfx-qa-hdrp change has been verified by Sean Pauler. |
…ctional lights regardless of far plane (#5643) * Making occlusion radius consistent for directional lights, regardless of near/far plane distance. * Changelog
Purpose of this PR
Occlusion radius is inconsistent across different values of the far plane. Adding the concept of a projected occlusion radius for directional lights, and using an angular radius of 3.3 degrees as a reference. This value provides also a great tunning point directional lights and will require to retune scenes / tests.
https://fogbugz.unity3d.com/f/cases/1355839/
Testing status
Tried by setting up a directional light with a srp lens flare component.
NOTES
This PR changes the tunnable behaviour of occlusion radius for directional lights, makes it more friendly.
Note to @Unity-Technologies/gfx-qa-hdrp change has been verified by Sean Pauler.