diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs index 30671f5e233..8e06fb3b712 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs @@ -3175,15 +3175,16 @@ static void VoxelLightListGeneration(in BuildGPULightListParameters parameters, cmd.DispatchCompute(parameters.clearClusterAtomicIndexShader, s_ClearVoxelAtomicKernel, 1, 1, 1); cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, resources.globalLightListAtomic); - cmd.SetComputeTextureParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_depth_tex, resources.depthBuffer); cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_vLayeredLightList, resources.perVoxelLightLists); cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_LayeredOffset, resources.perVoxelOffset); cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, resources.globalLightListAtomic); + if (parameters.runBigTilePrepass) cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_vBigTileLightList, resources.bigTileLightList); if (parameters.clusterNeedsDepth) { + cmd.SetComputeTextureParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_depth_tex, resources.depthBuffer); cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_logBaseBuffer, resources.perTileLogBaseTweak); }