diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs index e2aa5304a96..6909ed7b786 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs @@ -846,6 +846,13 @@ void RenderDBuffer(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle dec void DecalNormalPatch(RenderGraph renderGraph, HDCamera hdCamera, ref PrepassOutput output) { + // Integrated Intel GPU on Mac don't support the texture format use for normal (RGBA_8UNORM) for SetRandomWriteTarget + // So on Metal for now we don't patch normal buffer if we detect an intel GPU + if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal && SystemInfo.graphicsDeviceName.Contains("Intel")) + { + return; + } + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.Decals) && !hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA)) // MSAA not supported { @@ -876,7 +883,7 @@ class DownsampleDepthForLowResPassData public TextureHandle depthTexture; public TextureHandle downsampledDepthBuffer; - // Data needed for potentially writing + // Data needed for potentially writing public Vector2Int mip0Offset; public bool computesMip1OfAtlas; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index a1051c1f2ff..90cf753ea56 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -817,7 +817,7 @@ void DestroyRenderTextures() RTHandles.Release(m_DistortionBuffer); RTHandles.Release(m_ContactShadowBuffer); - + RTHandles.Release(m_LowResTransparentBuffer); // RTHandles.Release(m_SsrDebugTexture); @@ -2740,7 +2740,7 @@ void Callback(CommandBuffer c, HDGPUAsyncTaskParams a) void AsyncSSAODispatch(CommandBuffer c, HDGPUAsyncTaskParams a) => m_AmbientOcclusionSystem.Dispatch(c, a.hdCamera, depthTexture, normalBuffer, motionVectors, a.frameCount); } - + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RenderShadowMaps))) { // This call overwrites camera properties passed to the shader system. @@ -3871,7 +3871,7 @@ void DecalNormalPatch(HDCamera hdCamera, CommandBuffer cmd) { // Integrated Intel GPU on Mac don't support the texture format use for normal (RGBA_8UNORM) for SetRandomWriteTarget // So on Metal for now we don't patch normal buffer if we detect an intel GPU - if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal /* && SystemInfo.graphicsDeviceName.Contains("Intel") */) + if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal && SystemInfo.graphicsDeviceName.Contains("Intel")) { return; }