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Updated raytracing async compute warning. #274

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Apr 27, 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 @@ -566,6 +566,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed decal that aren't working without Metal and Ambient Occlusion option enabled.
- Fixed an error about procedural sky being logged by mistake.
- Fixed shadowmask UI now correctly showing shadowmask disable
- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

### Changed
- Improve MIP selection for decals on Transparents
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Original file line number Diff line number Diff line change
Expand Up @@ -104,8 +104,11 @@ internal static CED.IDrawer InspectorInnerbox(bool withOverride = true) => CED.G
RenderPipelineSettings hdrpSettings = GetHDRPAssetFor(owner).currentPlatformRenderPipelineSettings;
if (hdrpSettings.supportRayTracing)
{
if (serialized.IsEnabled(FrameSettingsField.AsyncCompute) ?? false)
EditorGUILayout.HelpBox("With Raytracing, the Asynchronous Execution will be forced to false", MessageType.Warning);
bool rtEffectUseAsync = (serialized.IsEnabled(FrameSettingsField.SSRAsync) ?? false) || (serialized.IsEnabled(FrameSettingsField.SSAOAsync) ?? false)
//|| (serialized.IsEnabled(FrameSettingsField.ContactShadowsAsync) ?? false) // Contact shadow async is not visible in the UI for now and defaults to true.
;
if (rtEffectUseAsync)
EditorGUILayout.HelpBox("Asynchronous execution of Raytracing effects is not supported. Asynchronous Execution will be forced to false for them", MessageType.Warning);
}
}));

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