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Fix override of several properties not working correctly in the debug menu at runtime #2162

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Oct 9, 2020
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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 @@ -149,6 +149,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed screen corruption on xbox when using TAA and Motion Blur with rendergraph.
- Fixed UX issue in the graphics compositor related to clear depth and the defaults for new layers, add better tooltips and fix minor bugs (case 1283904)
- Fixed scene visibility not working for custom pass volumes.
- Fixed issue with several override entries in the runtime debug menu.

### Changed
- Preparation pass for RTSSShadows to be supported by render graph.
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Original file line number Diff line number Diff line change
Expand Up @@ -1003,37 +1003,55 @@ void RefreshDisplayStatsDebug<T>(DebugUI.Field<T> field, T value)
{
UnregisterDebugItems(k_PanelDisplayStats, m_DebugDisplayStatsItems);
RegisterDisplayStatsDebug();

if (DebugManager.instance.displayRuntimeUI)
DebugManager.instance.ReDrawOnScreenDebug();
}

// For now we just rebuild the lighting panel if needed, but ultimately it could be done in a better way
void RefreshLightingDebug<T>(DebugUI.Field<T> field, T value)
{
UnregisterDebugItems(k_PanelLighting, m_DebugLightingItems);
RegisterLightingDebug();

if (DebugManager.instance.displayRuntimeUI)
DebugManager.instance.ReDrawOnScreenDebug();
}

void RefreshDecalsDebug<T>(DebugUI.Field<T> field, T value)
{
UnregisterDebugItems(k_PanelDecals, m_DebugDecalsAffectingTransparentItems);
RegisterDecalsDebug();

if (DebugManager.instance.displayRuntimeUI)
DebugManager.instance.ReDrawOnScreenDebug();
}

void RefreshRenderingDebug<T>(DebugUI.Field<T> field, T value)
{
UnregisterDebugItems(k_PanelRendering, m_DebugRenderingItems);
RegisterRenderingDebug();

if (DebugManager.instance.displayRuntimeUI)
DebugManager.instance.ReDrawOnScreenDebug();
}

void RefreshMaterialDebug<T>(DebugUI.Field<T> field, T value)
{
UnregisterDebugItems(k_PanelMaterials, m_DebugMaterialItems);
RegisterMaterialDebug();

if (DebugManager.instance.displayRuntimeUI)
DebugManager.instance.ReDrawOnScreenDebug();
}

void RefreshVolumeDebug<T>(DebugUI.Field<T> field, T value)
{
UnregisterDebugItems(k_PanelVolume, m_DebugVolumeItems);
RegisterVolumeDebug();

if (DebugManager.instance.displayRuntimeUI)
DebugManager.instance.ReDrawOnScreenDebug();
}

void RegisterLightingDebug()
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