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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 @@ -69,6 +69,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed Correlated Color Temperature not being applied in Player builds for Enlighten realtime GI lights (case 1370438);
- Fixed artifacts on gpu light culling when the frustum near and far are very spread out (case 1386436)
- Fixed missing unit in ray tracing related tooltips and docs (case 1397491).
- Fixed errors spamming when in player mode due to ray tracing light cluster debug view (case 1390471).

## [14.0.0] - 2021-11-17

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Original file line number Diff line number Diff line change
Expand Up @@ -621,7 +621,7 @@ class LightClusterDebugPassData
public int lightClusterDebugKernel;
public Vector3 clusterCellSize;
public Material debugMaterial;
public ComputeBuffer lightCluster;
public ComputeBufferHandle lightCluster;
public ComputeShader lightClusterDebugCS;

public TextureHandle depthStencilBuffer;
Expand All @@ -631,6 +631,10 @@ class LightClusterDebugPassData

public void EvaluateClusterDebugView(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthStencilBuffer, TextureHandle depthPyramid)
{
// TODO: Investigate why this behavior causes a leak in player mode only.
if (FullScreenDebugMode.LightCluster != m_RenderPipeline.m_CurrentDebugDisplaySettings.data.fullScreenDebugMode)
return;

TextureHandle debugTexture;
using (var builder = renderGraph.AddRenderPass<LightClusterDebugPassData>("Debug Texture for the Light Cluster", out var passData, ProfilingSampler.Get(HDProfileId.RaytracingDebugCluster)))
{
Expand All @@ -639,7 +643,7 @@ public void EvaluateClusterDebugView(RenderGraph renderGraph, HDCamera hdCamera,
passData.texWidth = hdCamera.actualWidth;
passData.texHeight = hdCamera.actualHeight;
passData.clusterCellSize = clusterCellSize;
passData.lightCluster = m_LightCluster;
passData.lightCluster = builder.ReadComputeBuffer(renderGraph.ImportComputeBuffer(m_LightCluster));
passData.lightClusterDebugCS = m_RenderPipelineRayTracingResources.lightClusterDebugCS;
passData.lightClusterDebugKernel = passData.lightClusterDebugCS.FindKernel("DebugLightCluster");
passData.debugMaterial = m_DebugMaterial;
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