diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index b21e986f9b9..705b21d5c36 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -22,6 +22,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Fixed - Fixed issue where some ShaderGraph generated shaders were not SRP compatible because of UnityPerMaterial cbuffer layout mismatches (case 1292501) +- Fixed Rendergraph issue with virtual texturing and debug mode while in forward. ### Changed - Rename HDRP sub menu in Assets/Create/Shader to HD Render Pipeline for consistency. 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 72365664cbc..5ce851f7853 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 @@ -236,12 +236,14 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, // Render gizmos that should be affected by post processes RenderGizmos(m_RenderGraph, hdCamera, colorBuffer, GizmoSubset.PreImageEffects); - } #if ENABLE_VIRTUALTEXTURES - m_VtBufferManager.Resolve(m_RenderGraph, hdCamera, vtFeedbackBuffer); - PushFullScreenVTFeedbackDebugTexture(m_RenderGraph, vtFeedbackBuffer, msaa); + // Note: This pass rely on availability of vtFeedbackBuffer buffer (i.e it need to be write before we read it here) + // We don't write it when doing debug mode, FullScreenDebug mode or path tracer. Thus why this pass is call here. + m_VtBufferManager.Resolve(m_RenderGraph, hdCamera, vtFeedbackBuffer); + PushFullScreenVTFeedbackDebugTexture(m_RenderGraph, vtFeedbackBuffer, msaa); #endif + } // At this point, the color buffer has been filled by either debug views are regular rendering so we can push it here. var colorPickerTexture = PushColorPickerDebugTexture(m_RenderGraph, colorBuffer);