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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -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.
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Expand Up @@ -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);
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