@@ -306,13 +306,13 @@ public BakingBatch(Vector3Int cellCount, ProbeReferenceVolume refVolume)
306306 maxBrickCount = cellCount * ProbeReferenceVolume . CellSize ( refVolume . GetMaxSubdivision ( ) ) ;
307307 inverseScale = ProbeBrickPool . kBrickCellCount / refVolume . MinBrickSize ( ) ;
308308 offset = refVolume . ProbeOffset ( ) ;
309-
309+
310310 // Initialize NativeHashMaps with reasonable initial capacity
311311 // Using a larger capacity to reduce allocations during baking
312312 positionToIndex = new NativeHashMap < int , int > ( 100000 , Allocator . Persistent ) ;
313313 uniqueBrickSubdiv = new NativeHashMap < int , int > ( 100000 , Allocator . Persistent ) ;
314314 }
315-
315+
316316 public void Dispose ( )
317317 {
318318 if ( positionToIndex . IsCreated )
@@ -1098,7 +1098,7 @@ static void BakeDelegate(ref float progress, ref bool done)
10981098 {
10991099 FixSeams (
11001100 s_BakeData . positionRemap ,
1101- s_BakeData . originalPositions ,
1101+ s_BakeData . sortedPositions ,
11021102 s_BakeData . lightingJob . irradiance ,
11031103 s_BakeData . lightingJob . validity ,
11041104 s_BakeData . lightingJob . occlusion ,
@@ -1323,7 +1323,7 @@ internal static void FixSeams(
13231323 NativeArray < Vector4 > skyOcclusion ,
13241324 NativeArray < uint > renderingLayerMasks )
13251325 {
1326- // Seams are caused are caused by probes on the boundary between two subdivision levels
1326+ // Seams are caused by probes on the boundary between two subdivision levels
13271327 // The idea is to find first them and do a kind of dilation to smooth the values on the boundary
13281328 // the dilation process consits in doing a trilinear sample of the higher subdivision brick and override the lower subdiv with that
13291329 // We have to mark the probes on the boundary as valid otherwise leak reduction at runtime will interfere with this method
@@ -1443,7 +1443,8 @@ Vector3Int GetCellPositionFromVoxel(Vector3Int voxelToLookup, int cellSizeInBric
14431443 {
14441444 uint renderingLayerMask = renderingLayerMasks [ positionRemap [ index ] ] ;
14451445 bool commonRenderingLayer = ( renderingLayerMask & probeRenderingLayerMask ) != 0 ;
1446- if ( ! commonRenderingLayer ) continue ; // We do not use this probe contribution if it does not share at least a common rendering layer
1446+ if ( ! commonRenderingLayer )
1447+ continue ; // We do not use this probe contribution if it does not share at least a common rendering layer
14471448 }
14481449
14491450 // Do the lerp in compressed format to match result on GPU
@@ -1512,7 +1513,7 @@ static void ApplyPostBakeOperations()
15121513 var chunkSizeInProbes = ProbeBrickPool . GetChunkSizeInProbeCount ( ) ;
15131514 var hasVirtualOffsets = m_BakingSet . settings . virtualOffsetSettings . useVirtualOffset ;
15141515 var hasRenderingLayers = m_BakingSet . useRenderingLayers ;
1515-
1516+
15161517 if ( ! ValidateBakingCellsSize ( bakingCellsArray , chunkSizeInProbes , hasVirtualOffsets , hasRenderingLayers ) )
15171518 return ; // Early exit if validation fails
15181519
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