diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs index abfee5cd9d6..4ede88f9718 100644 --- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs +++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs @@ -227,7 +227,7 @@ void CheckTransientResource(in ResourceHandle res) if (transientIndex != -1 && transientIndex != m_RenderPass.index) { - throw new ArgumentException($"Trying to use a transient texture (pass index {transientIndex}) in a different pass (pass index {m_RenderPass.index}."); + throw new ArgumentException($"Trying to use a transient texture (pass index {transientIndex}) in a different pass (pass index {m_RenderPass.index})."); } } #endif diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ef0c8b4be0d..396bb1eff4f 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -23,10 +23,11 @@ The version number for this package has increased due to a version update of a r - Fixed a migration issue with the rendering queue in ShaderGraph when upgrading to 10.x; - Fixed upside down XR occlusion mesh. - Fixed precision issue with the atmospheric fog. -- Claryfied doc for the LayeredLit material. +- Fixed issue with TAA and no motion vectors. ### Changed - Combined occlusion meshes into one to reduce draw calls and state changes with XR single-pass. +- Claryfied doc for the LayeredLit material. ## [10.1.0] - 2020-10-12 diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs index 60b516bb8cd..c37c835d8e5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs @@ -50,6 +50,7 @@ TextureHandle RenderPostProcess( RenderGraph renderGraph, } } + var motionVectors = hdCamera.frameSettings.IsEnabled(FrameSettingsField.MotionVectors) ? prepassOutput.resolvedMotionVectorsBuffer : renderGraph.defaultResources.blackTextureXR; m_PostProcessSystem.Render( renderGraph, parameters.hdCamera, @@ -59,7 +60,7 @@ TextureHandle RenderPostProcess( RenderGraph renderGraph, prepassOutput.resolvedDepthBuffer, prepassOutput.depthPyramidTexture, prepassOutput.resolvedNormalBuffer, - prepassOutput.resolvedMotionVectorsBuffer, + motionVectors, dest, parameters.flipYInPostProcess );