diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 06e7926de7d..4e4d7488671 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -20,6 +20,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions - Fixed NullPointerException when baking probes from the lighting window (case 1289680) - Fixed volumetric fog with XR single-pass rendering. +- Fixed issues with first frame rendering when RenderGraph is used (auto exposure, AO) ### Changed - Removed the material pass probe volumes evaluation mode. diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.RenderGraph.cs index 3474889ab2b..bf1869b7ef9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.RenderGraph.cs @@ -317,9 +317,7 @@ TextureHandle DynamicExposurePass(RenderGraph renderGraph, HDCamera hdCamera, Te { passData.source = builder.ReadTexture(source); passData.parameters = PrepareApplyExposureParameters(hdCamera); - RTHandle prevExp; - GrabExposureHistoryTextures(hdCamera, out prevExp, out _); - passData.prevExposure = builder.ReadTexture(renderGraph.ImportTexture(prevExp)); + passData.prevExposure = builder.ReadTexture(renderGraph.ImportTexture(GetPreviousExposureTexture(hdCamera))); TextureHandle dest = GetPostprocessOutputHandle(renderGraph, "Apply Exposure Destination"); passData.destination = builder.WriteTexture(dest);; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index 71ff12e3217..921ab7db237 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs @@ -34,6 +34,9 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, m_RenderGraph.Begin(renderGraphParams); + // We need to initalize the MipChainInfo here, so it will be available to any render graph pass that wants to use it during setup + m_DepthBufferMipChainInfo.ComputePackedMipChainInfo(new Vector2Int(hdCamera.actualWidth, hdCamera.actualHeight)); + #if UNITY_EDITOR var showGizmos = camera.cameraType == CameraType.Game || camera.cameraType == CameraType.SceneView;