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Disable Atmospheric Scattering when Scene Lighting is Disabled #6328

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Nov 25, 2021
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed debug window reset.
- Fixed camera bridge action in release build (case 1367866).
- Fixed contact shadow disappearing when shadowmask is used and no non-static object is available.
- Fixed atmospheric scattering being incorrectly enabled when scene lighting is disabled.

### Changed
- Optimizations for the physically based depth of field.
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Original file line number Diff line number Diff line change
Expand Up @@ -257,7 +257,7 @@ void EvaluateAtmosphericScattering(PositionInputs posInput, float3 V, out float3

#ifdef DEBUG_DISPLAY
// Don't sample atmospheric scattering when lighting debug more are enabled so fog is not visible
if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
if (_DebugLightingMode == DEBUGLIGHTINGMODE_MATCAP_VIEW || (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING))
return;

if (_DebugShadowMapMode == SHADOWMAPDEBUGMODE_SINGLE_SHADOW || _DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER || _DebugLightingMode == DEBUGLIGHTINGMODE_LUMINANCE_METER)
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