diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 77da168af2e..deda52d1805 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -30,6 +30,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the default background color for previews to use the original color. - Fixed AOV api in render graph (case 1296605) - Fixed a small discrepancy in the marker placement in light intensity sliders (case 1299750) +- Fixed issue with VT resolve pass rendergraph errors when opaque and transparent are disabled in frame settings. ### Changed - Removed the material pass probe volumes evaluation mode. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/VTBufferManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/VTBufferManager.cs index 4dff2b2f805..3df52295680 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/VTBufferManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/VTBufferManager.cs @@ -19,7 +19,7 @@ public static TextureHandle CreateVTFeedbackBuffer(RenderGraph renderGraph, bool return renderGraph.CreateTexture( new TextureDesc(Vector2.one, true, true) { - colorFormat = GetFeedbackBufferFormat(), enableRandomWrite = !msaa, bindTextureMS = msaa, enableMSAA = msaa, clearBuffer = true, clearColor = Color.white, name = msaa ? "VTFeedbackMSAA" : "VTFeedback" + colorFormat = GetFeedbackBufferFormat(), enableRandomWrite = !msaa, bindTextureMS = msaa, enableMSAA = msaa, clearBuffer = true, clearColor = Color.white, name = msaa ? "VTFeedbackMSAA" : "VTFeedback", fallBackToBlackTexture = true #if UNITY_2020_2_OR_NEWER , fastMemoryDesc = colorFastMemDesc