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[HDRP] Fix rendering issues for the first frame #2836

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Dec 15, 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 @@ -20,6 +20,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions
- Fixed NullPointerException when baking probes from the lighting window (case 1289680)
- Fixed volumetric fog with XR single-pass rendering.
- Fixed issues with first frame rendering when RenderGraph is used (auto exposure, AO)

### Changed
- Removed the material pass probe volumes evaluation mode.
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Original file line number Diff line number Diff line change
Expand Up @@ -317,9 +317,7 @@ TextureHandle DynamicExposurePass(RenderGraph renderGraph, HDCamera hdCamera, Te
{
passData.source = builder.ReadTexture(source);
passData.parameters = PrepareApplyExposureParameters(hdCamera);
RTHandle prevExp;
GrabExposureHistoryTextures(hdCamera, out prevExp, out _);
passData.prevExposure = builder.ReadTexture(renderGraph.ImportTexture(prevExp));
passData.prevExposure = builder.ReadTexture(renderGraph.ImportTexture(GetPreviousExposureTexture(hdCamera)));

TextureHandle dest = GetPostprocessOutputHandle(renderGraph, "Apply Exposure Destination");
passData.destination = builder.WriteTexture(dest);;
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Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,9 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest,

m_RenderGraph.Begin(renderGraphParams);

// We need to initalize the MipChainInfo here, so it will be available to any render graph pass that wants to use it during setup
m_DepthBufferMipChainInfo.ComputePackedMipChainInfo(new Vector2Int(hdCamera.actualWidth, hdCamera.actualHeight));

#if UNITY_EDITOR
var showGizmos = camera.cameraType == CameraType.Game
|| camera.cameraType == CameraType.SceneView;
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