diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 8886db2f239..2347608849d 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -158,6 +158,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed TAA flickering on the very edge of screen. - Fixed profiling scope for quality RTGI. - Fixed the denoising and multi-sample not being used for smooth multibounce RTReflections. +- Fixed after post process rendering pass options not showing for unlit ShaderGraphs. ### Changed - Preparation pass for RTSSShadows to be supported by render graph. diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs index 5e316819096..08a8167d89c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs @@ -46,7 +46,7 @@ protected override void CreatePropertyGUI() }); context.globalIndentLevel++; - var renderingPassList = HDSubShaderUtilities.GetRenderingPassList(systemData.surfaceType == SurfaceType.Opaque, false); + var renderingPassList = HDSubShaderUtilities.GetRenderingPassList(systemData.surfaceType == SurfaceType.Opaque, enabledFeatures == Features.Unlit); // Show after post process for unlit shaders var renderingPassValue = systemData.surfaceType == SurfaceType.Opaque ? HDRenderQueue.GetOpaqueEquivalent(systemData.renderingPass) : HDRenderQueue.GetTransparentEquivalent(systemData.renderingPass); var renderQueueType = systemData.surfaceType == SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent; context.AddProperty(renderingPassText, new PopupField(renderingPassList, renderQueueType, HDSubShaderUtilities.RenderQueueName, HDSubShaderUtilities.RenderQueueName) { value = renderingPassValue }, (evt) =>