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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 @@ -8,6 +8,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.

### Fixed
- Fixed GC allocations from XR occlusion mesh when using multipass.
- Fixed XR depth copy when using MSAA.

## [11.0.0] - 2020-10-21

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Expand Up @@ -91,7 +91,14 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest,
// lightCluster.EvaluateClusterDebugView(cmd, hdCamera);
//}

colorBuffer = RenderPathTracing(m_RenderGraph, hdCamera);
if (hdCamera.viewCount == 1)
{
colorBuffer = RenderPathTracing(m_RenderGraph, hdCamera);
}
else
{
Debug.LogWarning("Path Tracing is not supported with XR single-pass rendering.");
}
}
else
{
Expand Down Expand Up @@ -270,7 +277,7 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest,

RenderCustomPass(m_RenderGraph, hdCamera, postProcessDest, prepassOutput, customPassCullingResults, cullingResults, CustomPassInjectionPoint.AfterPostProcess, aovRequest, aovCustomPassBuffers);

CopyXRDepth(m_RenderGraph, hdCamera, prepassOutput.depthBuffer, backBuffer);
CopyXRDepth(m_RenderGraph, hdCamera, prepassOutput.resolvedDepthBuffer, backBuffer);

// In developer build, we always render post process in an intermediate buffer at (0,0) in which we will then render debug.
// Because of this, we need another blit here to the final render target at the right viewport.
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Expand Up @@ -135,7 +135,7 @@ class RenderOcclusionMeshesPassData

void RenderXROcclusionMeshes(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle colorBuffer, TextureHandle depthBuffer)
{
if (hdCamera.xr.enabled && m_Asset.currentPlatformRenderPipelineSettings.xrSettings.occlusionMesh)
if (hdCamera.xr.hasValidOcclusionMesh && m_Asset.currentPlatformRenderPipelineSettings.xrSettings.occlusionMesh)
{
using (var builder = renderGraph.AddRenderPass<RenderOcclusionMeshesPassData>("XR Occlusion Meshes", out var passData))
{
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Expand Up @@ -334,12 +334,6 @@ TextureHandle RenderPathTracing(RenderGraph renderGraph, HDCamera hdCamera)
if (!pathTracingShader || !m_PathTracingSettings.enable.value)
return TextureHandle.nullHandle;

if (hdCamera.viewCount > 1)
{
Debug.LogError("Path Tracing is not supported when using XR single-pass rendering.");
return TextureHandle.nullHandle;
}

CheckDirtiness(hdCamera);

var parameters = PreparePathTracingParameters(hdCamera);
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