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Fixed issue with compositor custom pass hooks added/removed repeatedly (
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#3613)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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pmavridis and sebastienlagarde authored Feb 23, 2021
1 parent 1bf4e2e commit be375de
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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 @@ -50,6 +50,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed error when increasing the maximum planar reflection limit (case 1306530).
- Fixed alpha output in debug view and AOVs when using shadow matte (case 1311830).
- Fixed an issue with transparent meshes writing their depths and recursive rendering (case 1314409).
- Fixed issue with compositor custom pass hooks added/removed repeatedly (case 1315971).

### Changed
- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard
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Original file line number Diff line number Diff line change
Expand Up @@ -61,6 +61,10 @@ public bool enableOutput
{
if (m_OutputCamera)
{
// If the state did not change, don't do anything
if (m_OutputCamera.enabled == value)
return;

m_OutputCamera.enabled = value;

// Aside from the output compositor camera, we also have to change the cameras of the layers
Expand Down Expand Up @@ -496,7 +500,7 @@ public void UpdateLayerSetup()
void Update()
{
// TODO: move all validation calls to onValidate. Before doing it, this needs some extra testing to ensure nothing breaks
if (ValidatePipeline() == false || ValidateAndFixRuntime() == false || RuntimeCheck() == false)
if (enableOutput == false || ValidatePipeline() == false || ValidateAndFixRuntime() == false || RuntimeCheck() == false)
{
return;
}
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