From 0f7fac19509ac3b68297a43beaf7ef5d5083834d Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Tue, 8 Dec 2020 12:58:36 +0100 Subject: [PATCH 1/2] Fix RG issue --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs | 6 +++--- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 889409bca15..04b7f637abe 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -12,6 +12,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Fixed - Fixed probe volumes debug views. +- Fixed Rendergraph issue with virtual texturing and debug mode while in forward. ### Changed - Removed the material pass probe volumes evaluation mode. 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 7e2b8b229b2..4e3dc6ed0b8 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 +236,12 @@ 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); + 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); From 89cdb1ec064e04b58929db06d487e4d76e58ce5b Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Tue, 8 Dec 2020 13:15:18 +0100 Subject: [PATCH 2/2] update comment --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 2 +- .../Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs | 2 ++ 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 7fb17cb760b..705b21d5c36 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -13,7 +13,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Fixed - Fixed probe volumes debug views. -- Fixed Rendergraph issue with virtual texturing and debug mode while in forward. ### Changed - Removed the material pass probe volumes evaluation mode. @@ -23,6 +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 dc70cfa5334..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 @@ -238,6 +238,8 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, RenderGizmos(m_RenderGraph, hdCamera, colorBuffer, GizmoSubset.PreImageEffects); #if ENABLE_VIRTUALTEXTURES + // 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