Skip to content

Bind missing buffer #159

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
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 @@ -538,6 +538,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed white flash happening with auto-exposure in some cases (case 1223774)
- Fixed NaN which can appear with real time reflection and inf value
- Fixed an issue that was collapsing the volume components in the HDRP default settings
- Fixed warning about missing bound decal buffer

### Changed
- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -3167,6 +3167,10 @@ void RenderDBuffer(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext
{
// We still bind black textures to make sure that something is bound (can be a problem on some platforms)
m_DbufferManager.BindBlackTextures(cmd);

// Bind buffer to make sure that something is bound .
cmd.SetGlobalBuffer(HDShaderIDs._DecalPropertyMaskBufferSRV, m_DbufferManager.propertyMaskBuffer);

return;
}

Expand Down