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Original file line number Diff line number Diff line change
Expand Up @@ -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
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3 changes: 2 additions & 1 deletion com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -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

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Original file line number Diff line number Diff line change
Expand Up @@ -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,
Expand All @@ -59,7 +60,7 @@ TextureHandle RenderPostProcess( RenderGraph renderGraph,
prepassOutput.resolvedDepthBuffer,
prepassOutput.depthPyramidTexture,
prepassOutput.resolvedNormalBuffer,
prepassOutput.resolvedMotionVectorsBuffer,
motionVectors,
dest,
parameters.flipYInPostProcess
);
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