diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 57886c699f6..167b79ffb8f 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -539,6 +539,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed NaN which can appear with real time reflection and inf value - Fixed an issue that was collapsing the volume components in the HDRP default settings - Fixed warning about missing bound decal buffer +- Fixed shader warning on Xbox for ResolveStencilBuffer.compute. ### Changed - Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute index 89c740ed8a5..87fa3fc4707 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute @@ -79,7 +79,10 @@ void KERNEL_NAME(uint3 groupId : SV_GroupID, #else - bool isFirstThread = WaveIsFirstLane(); + // Need to workaround a warning incorrectly triggered when on Xbox One, so instead of using WaveIsFirstLane() + // we check the groupThreadId as in the non intrinsic version. + //bool isFirstThread = WaveIsFirstLane(); + bool isFirstThread = groupThreadId.x == 0 && groupThreadId.y == 0; uint coarseStencilValue = WaveActiveBitOr(resolvedStencil); #endif