diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 6924bc43a47..b68b36e0e95 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -58,6 +58,7 @@ The version number for this package has increased due to a version update of a r - 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 issue with different shadow atlas stomping on each other when they have same resolution. +- Fixed wrong color buffer being bound to pre refraction custom passes. ### Changed - Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings) (case 1308048). 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 c1f7477863b..d6c2b0054ee 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 @@ -939,9 +939,9 @@ 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, 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);