diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 44b090b82bd..45bf02a1b69 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -94,6 +94,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed gizmo rendering when wireframe mode is selected. - Fixed issue in path tracing, where objects would cast shadows even if not present in the path traced layers (case 1318857). - Fixed SRP batcher not compatible with Decal (case 1311586) +- Fixed wrong color buffer being bound to pre refraction custom passes. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard 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 05c65b4d175..521957e325b 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 @@ -1003,9 +1003,9 @@ TextureHandle RenderTransparency(RenderGraph renderGraph, // TODO RENDERGRAPH: Remove this when we properly convert custom passes to full render graph with explicit color buffer reads. // To allow users to fetch the current color buffer, we temporarily bind the camera color buffer - SetGlobalColorForCustomPass(renderGraph, currentColorPyramid); - + SetGlobalColorForCustomPass(renderGraph, colorBuffer); RenderCustomPass(m_RenderGraph, hdCamera, colorBuffer, prepassOutput, customPassCullingResults, cullingResults, CustomPassInjectionPoint.BeforePreRefraction, aovRequest, aovCustomPassBuffers); + SetGlobalColorForCustomPass(renderGraph, currentColorPyramid); // Render pre-refraction objects RenderForwardTransparent(renderGraph, hdCamera, colorBuffer, normalBuffer, prepassOutput, vtFeedbackBuffer, volumetricLighting, ssrLightingBuffer, null, lightLists, shadowResult, cullingResults, true);