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alexey-unityEvergreen
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[URP] fixed adaptive performance cascade count tweaking
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Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs

Lines changed: 1 addition & 1 deletion
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@@ -2476,7 +2476,7 @@ static void ApplyAdaptivePerformance(ContextContainer frameData)
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shadowData.mainLightShadowmapHeight = (int)(shadowData.mainLightShadowmapHeight * MainLightShadowmapResolutionMultiplier);
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var MainLightShadowCascadesCountBias = AdaptivePerformance.AdaptivePerformanceRenderSettings.MainLightShadowCascadesCountBias;
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shadowData.mainLightShadowCascadesCount = Mathf.Clamp(shadowData.mainLightShadowCascadesCount - MainLightShadowCascadesCountBias, 0, 4);
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shadowData.mainLightShadowCascadesCount = Mathf.Clamp(shadowData.mainLightShadowCascadesCount - MainLightShadowCascadesCountBias, 1, 4);
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var shadowQualityIndex = AdaptivePerformance.AdaptivePerformanceRenderSettings.ShadowQualityBias;
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for (int i = 0; i < shadowQualityIndex; i++)

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