diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 8a1771e2073..e42aa70b4ed 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -504,7 +504,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the MaxLightCount being displayed when the light volume debug menu is on ColorAndEdge. - Fixed issue with unclear naming of debug menu for decals. - Fixed z-fighting in scene view when scene lighting is off (case 1203927) -- Fixed issue that prevented cubemap thumbnails from rendering. +- Fixed issue that prevented cubemap thumbnails from rendering (only on D3D11 and Metal). - Fixed ray tracing with VR single-pass - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. - Fixed error in the console when switching shader to decal in the material UI. diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs index 21df4435662..e65b65b5eb0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs @@ -232,11 +232,12 @@ public override Texture2D RenderStaticPreview(string assetPath, Object[] subAsse m_PreviewUtility.ambientColor = Color.black; m_PreviewUtility.BeginStaticPreview(new Rect(0, 0, width, height)); m_PreviewUtility.DrawMesh(sphereMesh, Matrix4x4.identity, previewMaterial, 0); - // TODO: For now we comment this line as it cause out of memory on both DX12 and Vulkan API. + // TODO: For now the following line is D3D11 + Metal only as it cause out of memory on both DX12 and Vulkan API. // We will need to invest time to understand what is happening // For now priority is to enable Yamato platform automation - // This mean that cubemap icon will render incorrectly - //m_PreviewUtility.camera.Render(); + // This mean that cubemap icon will render incorrectly on anything but D3D11 + if(SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal) + m_PreviewUtility.camera.Render(); var outTexture = m_PreviewUtility.EndStaticPreview();