@@ -160,9 +160,6 @@ public PostProcessSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources
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var postProcessSettings = hdAsset . currentPlatformRenderPipelineSettings . postProcessSettings ;
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m_LutSize = postProcessSettings . lutSize ;
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- // Call after initializing m_LutSize as it's needed for render target allocation.
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- InitializeNonRenderGraphResources ( hdAsset ) ;
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-
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// Grading specific
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m_HableCurve = new HableCurve ( ) ;
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@@ -172,8 +169,6 @@ public PostProcessSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources
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// TODO: Write a version that uses structured buffer instead of texture to do atomic as Metal doesn't support atomics on textures.
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m_MotionBlurSupportsScattering = m_MotionBlurSupportsScattering && ( SystemInfo . graphicsDeviceType != GraphicsDeviceType . Metal ) ;
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- FillEmptyExposureTexture ( ) ;
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-
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// Initialize our target pool to ease RT management
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m_Pool = new TargetPool ( ) ;
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@@ -192,6 +187,9 @@ public PostProcessSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources
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// if only rendering has an alpha channel (and not post-processing), then we just copy the alpha to the output (but we don't process it).
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m_KeepAlpha = hdAsset . currentPlatformRenderPipelineSettings . supportsAlpha ;
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}
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+
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+ // Call after initializing m_LutSize and m_KeepAlpha as it's needed for render target allocation.
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+ InitializeNonRenderGraphResources ( hdAsset ) ;
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}
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public void Cleanup ( )
@@ -257,6 +255,8 @@ public void InitializeNonRenderGraphResources(HDRenderPipelineAsset hdAsset)
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enableRandomWrite : true , name : "Empty EV100 Exposure"
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) ;
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+ FillEmptyExposureTexture ( ) ;
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+
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// Misc targets
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m_TempTexture1024 = RTHandles . Alloc (
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1024 , 1024 , colorFormat : GraphicsFormat . R16G16_SFloat ,
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