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Fix issue with stencil in rendergraph #1813

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merged 3 commits into from Sep 10, 2020

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FrancescoC-unity
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Fix an issue that prevented the stencil to be set if BuildCoarseStencilAndResolveIfNeeded was not called.

Added a comment on top of BuildCoarseStencilAndResolveIfNeeded and removed SSR check as rendergraph will automatically cull passes.

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It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page)
and cancel any jobs that started on Yamato.
See the PR template for more information.
Thank you!

@@ -270,8 +271,7 @@ void BindMotionVectorPassColorBuffers(in RenderGraphBuilder builder, in PrepassO
// NOTE: Currently we profiled that generating the HTile for SSR and using it is not worth it the optimization.
// However if the generated HTile will be used for something else but SSR, this should be made NOT resolve only and
// re-enabled in the shader.
if (hdCamera.IsSSREnabled())
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why if (hdCamera.IsSSREnabled()) have disappeard?

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As discussed with Julien during our call, this is redundant in Rendergraph as the pass will be automatically culled.

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ok

@sebastienlagarde sebastienlagarde merged commit 01ba90c into HDRP/staging Sep 10, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/fix-rendergraph-build-coarse branch September 10, 2020 11:16
sebastienlagarde added a commit that referenced this pull request Sep 14, 2020
sebastienlagarde added a commit that referenced this pull request Sep 16, 2020
@sebastienlagarde sebastienlagarde mentioned this pull request Sep 17, 2020
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