diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 5a58c4f35d4..0ccda8f335c 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -851,6 +851,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Making the planar probe atlas's format match the color buffer's format.
- Removing the planarReflectionCacheCompressed setting from asset.
- SHADERPASS for TransparentDepthPrepass and TransparentDepthPostpass identification is using respectively SHADERPASS_TRANSPARENT_DEPTH_PREPASS and SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
+- Renamed the debug name from SSAO to ScreenSpaceAmbientOcclusion (1254974).
## [7.1.1] - 2019-09-05
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
index efdbf756423..a3649d89d95 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
@@ -56,7 +56,7 @@ public enum FullScreenDebugMode
/// Minimum Full Screen Lighting debug mode value (used internally).
MinLightingFullScreenDebug,
/// Display Screen Space Ambient Occlusion buffer.
- SSAO,
+ ScreenSpaceAmbientOcclusion,
/// Display Screen Space Reflections buffer.
ScreenSpaceReflections,
/// Display the Transparent Screen Space Reflections buffer.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl
index e88e3525524..4494a56d4ee 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl
@@ -9,7 +9,7 @@
//
#define FULLSCREENDEBUGMODE_NONE (0)
#define FULLSCREENDEBUGMODE_MIN_LIGHTING_FULL_SCREEN_DEBUG (1)
-#define FULLSCREENDEBUGMODE_SSAO (2)
+#define FULLSCREENDEBUGMODE_SCREEN_SPACE_AMBIENT_OCCLUSION (2)
#define FULLSCREENDEBUGMODE_SCREEN_SPACE_REFLECTIONS (3)
#define FULLSCREENDEBUGMODE_TRANSPARENT_SCREEN_SPACE_REFLECTIONS (4)
#define FULLSCREENDEBUGMODE_CONTACT_SHADOWS (5)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader
index 47598b7c9ca..ea70e8b8e68 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader
@@ -141,7 +141,7 @@ Shader "Hidden/HDRP/DebugFullScreen"
return color;
}
// SSAO
- if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SSAO)
+ if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SCREEN_SPACE_AMBIENT_OCCLUSION)
{
return 1.0f - SAMPLE_TEXTURE2D_X(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord).xxxx;
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs
index f2b43eca525..c0f3f1cca03 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs
@@ -665,7 +665,7 @@ internal void PostDispatchWork(CommandBuffer cmd, HDCamera camera)
var aoTexture = IsActive(camera, settings) ? m_AmbientOcclusionTex : TextureXR.GetBlackTexture();
cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, aoTexture);
// TODO: All the push debug stuff should be centralized somewhere
- (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(camera, cmd, aoTexture, FullScreenDebugMode.SSAO);
+ (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(camera, cmd, aoTexture, FullScreenDebugMode.ScreenSpaceAmbientOcclusion);
}
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
index a2ff2d1b893..2e47a0fb08f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
@@ -76,7 +76,7 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest,
lightingBuffers.ambientOcclusionBuffer = m_AmbientOcclusionSystem.Render(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, prepassOutput.normalBuffer, prepassOutput.motionVectorsBuffer, m_FrameCount, m_DepthBufferMipChainInfo);
// Should probably be inside the AO render function but since it's a separate class it's currently not super clean to do.
- PushFullScreenDebugTexture(m_RenderGraph, lightingBuffers.ambientOcclusionBuffer, FullScreenDebugMode.SSAO);
+ PushFullScreenDebugTexture(m_RenderGraph, lightingBuffers.ambientOcclusionBuffer, FullScreenDebugMode.ScreenSpaceAmbientOcclusion);
// Evaluate the clear coat mask texture based on the lit shader mode
var clearCoatMask = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? prepassOutput.gbuffer.mrt[2] : m_RenderGraph.defaultResources.blackTextureXR;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs
index 9cc1dce3a09..92817728576 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs
@@ -155,7 +155,7 @@ public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTextur
cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, outputTexture);
// TODO: All the push-debug stuff should be centralized somewhere
- (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.SSAO);
+ (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.ScreenSpaceAmbientOcclusion);
}
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs
index 42afa93e5a7..97bedec4d4f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs
@@ -167,7 +167,7 @@ public void FillDebugData(DebugDisplaySettings debug)
debug.SetFullScreenDebugMode(FullScreenDebugMode.DepthPyramid);
break;
case DebugFullScreen.ScreenSpaceAmbientOcclusion:
- debug.SetFullScreenDebugMode(FullScreenDebugMode.SSAO);
+ debug.SetFullScreenDebugMode(FullScreenDebugMode.ScreenSpaceAmbientOcclusion);
break;
case DebugFullScreen.MotionVectors:
debug.SetFullScreenDebugMode(FullScreenDebugMode.MotionVectors);