diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 952f8b63004..d19cff88012 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -128,6 +128,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed HDRP material being constantly dirty. - 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 - 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 4b60678fff5..5a30405e535 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 @@ -944,9 +944,9 @@ 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);