From 06fe566213566c36705531e8a42eb9b80c114c31 Mon Sep 17 00:00:00 2001 From: FrancescoC-Unity Date: Fri, 9 Oct 2020 19:02:13 +0200 Subject: [PATCH 1/2] Fix refresh of debug data at runtime --- .../Runtime/Debug/DebugDisplay.cs | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) 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() From 13b5779db5a5756783b52d8c6a558cbe7dc4ebee Mon Sep 17 00:00:00 2001 From: FrancescoC-Unity Date: Fri, 9 Oct 2020 19:04:21 +0200 Subject: [PATCH 2/2] changelog --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ccb58d598d9..86e6f9071b7 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -148,6 +148,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed compilation error of quad overdraw with double sided materials - 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 issue with several override entries in the runtime debug menu. ### Changed - Preparation pass for RTSSShadows to be supported by render graph.