diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 583efc3bd7b..9f700b89db8 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -149,6 +149,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed screen corruption on xbox when using TAA and Motion Blur with rendergraph. - Fixed UX issue in the graphics compositor related to clear depth and the defaults for new layers, add better tooltips and fix minor bugs (case 1283904) - Fixed scene visibility not working for custom pass volumes. +- Fixed issue with several override entries in the runtime debug menu. ### Changed - Preparation pass for RTSSShadows to be supported by render graph. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs index 2148953c2af..9e5ead2a1bd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs @@ -1003,6 +1003,9 @@ void RefreshDisplayStatsDebug(DebugUI.Field field, T value) { UnregisterDebugItems(k_PanelDisplayStats, m_DebugDisplayStatsItems); RegisterDisplayStatsDebug(); + + if (DebugManager.instance.displayRuntimeUI) + DebugManager.instance.ReDrawOnScreenDebug(); } // For now we just rebuild the lighting panel if needed, but ultimately it could be done in a better way @@ -1010,30 +1013,45 @@ void RefreshLightingDebug(DebugUI.Field field, T value) { UnregisterDebugItems(k_PanelLighting, m_DebugLightingItems); RegisterLightingDebug(); + + if (DebugManager.instance.displayRuntimeUI) + DebugManager.instance.ReDrawOnScreenDebug(); } void RefreshDecalsDebug(DebugUI.Field field, T value) { UnregisterDebugItems(k_PanelDecals, m_DebugDecalsAffectingTransparentItems); RegisterDecalsDebug(); + + if (DebugManager.instance.displayRuntimeUI) + DebugManager.instance.ReDrawOnScreenDebug(); } void RefreshRenderingDebug(DebugUI.Field field, T value) { UnregisterDebugItems(k_PanelRendering, m_DebugRenderingItems); RegisterRenderingDebug(); + + if (DebugManager.instance.displayRuntimeUI) + DebugManager.instance.ReDrawOnScreenDebug(); } void RefreshMaterialDebug(DebugUI.Field field, T value) { UnregisterDebugItems(k_PanelMaterials, m_DebugMaterialItems); RegisterMaterialDebug(); + + if (DebugManager.instance.displayRuntimeUI) + DebugManager.instance.ReDrawOnScreenDebug(); } void RefreshVolumeDebug(DebugUI.Field field, T value) { UnregisterDebugItems(k_PanelVolume, m_DebugVolumeItems); RegisterVolumeDebug(); + + if (DebugManager.instance.displayRuntimeUI) + DebugManager.instance.ReDrawOnScreenDebug(); } void RegisterLightingDebug()