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com.unity.render-pipelines.core/Runtime/Utilities
com.unity.render-pipelines.high-definition Expand file tree Collapse file tree 4 files changed +5
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lines changed Original file line number Diff line number Diff line change @@ -35,7 +35,7 @@ public static bool enabled
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/// <returns>Enumeration of actions</returns>
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public static IEnumerator < Action < RenderTargetIdentifier , CommandBuffer > > GetCaptureActions ( Camera camera )
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{
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- if ( ! actionDict . TryGetValue ( camera , out var actions ) )
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+ if ( ! actionDict . TryGetValue ( camera , out var actions ) || actions . Count == 0 )
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return null ;
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return actions . GetEnumerator ( ) ;
Original file line number Diff line number Diff line change @@ -36,6 +36,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed screen space shadow debug view not showing when no shadows is available.
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- Fixed nullref from debug menu in release build (case 1381556).
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- Fixed debug window reset.
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+ - Fixed camera bridge action in release build (case 1367866).
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### Changed
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- Optimizations for the physically based depth of field.
Original file line number Diff line number Diff line change @@ -1395,6 +1395,8 @@ public ScreenSpaceReflectionAlgorithm
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MaterialPropertyBlock m_RecorderPropertyBlock = new MaterialPropertyBlock ( ) ;
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Rect ? m_OverridePixelRect = null ;
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+ internal bool hasCaptureActions => m_RecorderCaptureActions != null ;
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+
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// Keep track of the previous DLSS state
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private DynamicResolutionHandler . UpsamplerScheduleType m_PrevUpsamplerSchedule = DynamicResolutionHandler . UpsamplerScheduleType . AfterPost ;
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Original file line number Diff line number Diff line change @@ -905,7 +905,7 @@ internal static bool PostProcessIsFinalPass(HDCamera hdCamera)
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// Post process pass is the final blit only when not in developer mode.
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// In developer mode, we support a range of debug rendering that needs to occur after post processes.
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// In order to simplify writing them, we don't Y-flip in the post process pass but add a final blit at the end of the frame.
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- return ! Debug . isDebugBuild && ! WillCustomPassBeExecuted ( hdCamera , CustomPassInjectionPoint . AfterPostProcess ) ;
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+ return ! Debug . isDebugBuild && ! WillCustomPassBeExecuted ( hdCamera , CustomPassInjectionPoint . AfterPostProcess ) && ! hdCamera . hasCaptureActions ;
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}
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// These two convertion functions are used to store GUID assets inside materials,
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