diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 795d6dbb836..bbe85c3ae46 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -100,6 +100,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an exception thrown when closing the look dev because there is no active SRP anymore. - Fixed an issue where entering playmode would close the LookDev window. - Fixed Cutoff not working properly with ray tracing shaders default and SG (case 1261292). +- Fixed shader compilation issue with Hair shader and debug display mode ### Changed - Preparation pass for RTSSShadows to be supported by render graph. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl index ba0e10b069a..2e7d34643ff 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl @@ -163,10 +163,12 @@ void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdf lightLoopOutput.diffuseLighting = SAMPLE_TEXTURE2D_LOD(_DebugMatCapTexture, s_linear_repeat_sampler, UV, 0).rgb * (_MatcapMixAlbedo > 0 ? defaultColor.rgb * _MatcapViewScale : 1.0f); - if (ShouldOutputSplitLighting(bsdfData) && _EnableSubsurfaceScattering != 0) + #ifdef OUTPUT_SPLIT_LIGHTING // Work as matcap view is only call in forward, OUTPUT_SPLIT_LIGHTING isn't define in deferred.compute + if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData)) { lightLoopOutput.specularLighting = lightLoopOutput.diffuseLighting; } + #endif } #endif