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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -734,6 +734,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed rendering breaking when disabling tonemapping in the frame settings.
- Fixed issue with serialization of exposure modes in volume profiles not being consistent between HDRP versions (case 1261385).
- Fixed issue with duplicate names in newly created sub-layers in the graphics compositor (case 1263093).
- Remove MSAA debug mode when renderpipeline asset has no MSAA

### Changed
- Improve MIP selection for decals on Transparents
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Original file line number Diff line number Diff line change
Expand Up @@ -1550,10 +1550,13 @@ void RegisterRenderingDebug()
});
}

widgetList.AddRange(new DebugUI.Widget[]
if (HDRenderPipeline.currentAsset?.currentPlatformRenderPipelineSettings.supportMSAA ?? true)
{
new DebugUI.EnumField { displayName = "MSAA Samples", getter = () => (int)data.msaaSamples, setter = value => data.msaaSamples = (MSAASamples)value, enumNames = s_MsaaSamplesDebugStrings, enumValues = s_MsaaSamplesDebugValues, getIndex = () => data.msaaSampleDebugModeEnumIndex, setIndex = value => data.msaaSampleDebugModeEnumIndex = value },
});
widgetList.AddRange(new DebugUI.Widget[]
{
new DebugUI.EnumField { displayName = "MSAA Samples", getter = () => (int)data.msaaSamples, setter = value => data.msaaSamples = (MSAASamples)value, enumNames = s_MsaaSamplesDebugStrings, enumValues = s_MsaaSamplesDebugValues, getIndex = () => data.msaaSampleDebugModeEnumIndex, setIndex = value => data.msaaSampleDebugModeEnumIndex = value },
});
}

widgetList.AddRange(new DebugUI.Widget[]
{
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Original file line number Diff line number Diff line change
Expand Up @@ -537,9 +537,6 @@ public HDRenderPipeline(HDRenderPipelineAsset asset, HDRenderPipelineAsset defau
// TODO : Bind this directly to the debug menu instead of having an intermediate value
m_MSAASamples = m_Asset ? m_Asset.currentPlatformRenderPipelineSettings.msaaSampleCount : MSAASamples.None;

// Propagate it to the debug menu
m_DebugDisplaySettings.data.msaaSamples = m_MSAASamples;

#if ENABLE_VIRTUALTEXTURES
// Debug.Log("Scriptable renderpipeline VT enabled");
m_MRTTransparentMotionVec = new RenderTargetIdentifier[2 + VTBufferManager.AdditionalForwardRT];
Expand Down Expand Up @@ -2285,7 +2282,10 @@ AOVRequestData aovRequest
else
{
// Make sure we are in sync with the debug menu for the msaa count
m_MSAASamples = m_DebugDisplaySettings.data.msaaSamples;
m_MSAASamples = (m_DebugDisplaySettings.data.msaaSamples != MSAASamples.None) ?
m_DebugDisplaySettings.data.msaaSamples :
m_Asset.currentPlatformRenderPipelineSettings.msaaSampleCount;

m_SharedRTManager.SetNumMSAASamples(m_MSAASamples);

m_DebugDisplaySettings.UpdateCameraFreezeOptions();
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