diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 4a9fe8b0926..b121a50d048 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -141,6 +141,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed probe volume baking not generating any probes on mac. - Fix a few UX issues in APV. - Fixed issue with detail normals when scale is null (case 1399548). +- Fixed a scaling issue when the camera color buffer is sampled and a planar reflection probe is in the scene. ## [14.0.0] - 2021-11-17 diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl index 8bb888254d1..eed92ec1201 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl @@ -22,7 +22,7 @@ float3 CustomPassSampleCameraColor(float2 uv, float lod, bool uvGuards = true) case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, lod).rgb; case CUSTOMPASSINJECTIONPOINT_BEFORE_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScale.xy, lod).rgb; case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScale.xy, 0).rgb; - case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, s_trilinear_clamp_sampler, uv * _RTHandleScale.zw, 0).rgb; + case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, s_trilinear_clamp_sampler, ClampAndScaleUVForBilinearPostProcessTexture(uv), 0).rgb; default: return SampleCameraColor(uv, lod); } }