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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -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.
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Original file line number Diff line number Diff line change
Expand Up @@ -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<HDRenderQueue.RenderQueueType>(renderingPassList, renderQueueType, HDSubShaderUtilities.RenderQueueName, HDSubShaderUtilities.RenderQueueName) { value = renderingPassValue }, (evt) =>
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