From 1ad20b15d40f06dda0baed5dba66d4d1e25d91e7 Mon Sep 17 00:00:00 2001 From: FrancescoC-Unity Date: Tue, 16 Jun 2020 13:41:09 +0200 Subject: [PATCH] Fix warnings --- .../PostProcessing/Shaders/TemporalAntiAliasing.shader | 6 +++--- .../PostProcessing/Shaders/TemporalAntialiasing.hlsl | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader index dddee9f8308..b88b6224d8d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader @@ -205,10 +205,10 @@ Shader "Hidden/HDRP/TemporalAA" CTYPE finalColor; #if PERCEPTUAL_SPACE_ONLY_END - finalColor.xyz = lerp(ReinhardToneMap(history), ReinhardToneMap(filteredColor), blendFactor); - finalColor = InverseReinhardToneMap(finalColor); + finalColor.xyz = lerp(ReinhardToneMap(history).xyz, ReinhardToneMap(filteredColor).xyz, blendFactor); + finalColor.xyz = InverseReinhardToneMap(finalColor).xyz; #else - finalColor.xyz = lerp(history, filteredColor, blendFactor); + finalColor.xyz = lerp(history.xyz, filteredColor.xyz, blendFactor); finalColor.xyz *= PerceptualInvWeight(finalColor); #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl index a55a9af46c5..0581bb2186e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl @@ -647,7 +647,7 @@ CTYPE DirectClipToAABB(CTYPE history, CTYPE minimum, CTYPE maximum) // This is actually `distance`, however the keyword is reserved CTYPE offset = history - center; - float3 v_unit = offset.xyz / extents; + float3 v_unit = offset.xyz / extents.xyz; float3 absUnit = abs(v_unit); float maxUnit = Max3(absUnit.x, absUnit.y, absUnit.z);