diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index cbbd7f38cb7..05fb3d4273c 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -11,6 +11,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Changed sample scene in HDRP material samples: add shadow transparency (raster, ray-traced, path-traced). - Support for encoded HDR cubemaps, configurable via the HDR Cubemap Encoding project setting. - The rendering order of decals that have a similar draw order value was modified. The new order should be the reverse of the previous order. +- Fixed default value of "Distortion Blur" from 1 to 0 according to the doc. ### Fixed - Fixed some XR devices: Pulling camera world space position from mainViewConstants instead of transform. diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs index 4aa022f155d..dab9103680e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs @@ -40,7 +40,7 @@ public struct SurfaceDescription public static BlockFieldDescriptor Distortion = new BlockFieldDescriptor(SurfaceDescription.name, "Distortion", "SURFACEDESCRIPTION_DISTORTION", new Vector2Control(Vector2.zero), ShaderStage.Fragment); // TODO: Lit is Vector2(2.0f, -1.0f) public static BlockFieldDescriptor DistortionBlur = new BlockFieldDescriptor(SurfaceDescription.name, "DistortionBlur", "Distortion Blur", "SURFACEDESCRIPTION_DISTORTIONBLUR", - new FloatControl(1.0f), ShaderStage.Fragment); + new FloatControl(0.0f), ShaderStage.Fragment); public static BlockFieldDescriptor ShadowTint = new BlockFieldDescriptor(SurfaceDescription.name, "ShadowTint", "Shadow Tint", "SURFACEDESCRIPTION_SHADOWTINT", new ColorRGBAControl(Color.black), ShaderStage.Fragment);