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// This list will hold the static lighting sky that should be used for baking ambient probe.
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// In practice we will always use the last one registered but we use a list to be able to roll back to the previous one once the user deletes the superfluous instances.
// In the editor, we might need the static sky ready for baking lightmaps/lightprobes regardless of the current ambient mode so we force it to update in this case if it's not been computed yet..
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// We always force an update of the static sky when we're in scene view mode. Previous behaviour was to prevent forced updates if the hash of the static sky was non-null, but this was preventing
Debug.LogError("You are using the deprecated Procedural Sky for static lighting in your Scene. You can still use it but, to do so, you must install it separately. To do this, open the Package Manager window and import the 'Procedural Sky' sample from the HDRP package page, then close and re-open your project without saving.");
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return;
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}
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m_StaticLightingSkies.Add(staticLightingSky);
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Debug.LogError("You are using the deprecated Procedural Sky for static lighting in your Scene. You can still use it but, to do so, you must install it separately. To do this, open the Package Manager window and import the 'Procedural Sky' sample from the HDRP package page, then close and re-open your project without saving.");
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