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Fix motion blur compute dispatch size #4737

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Jun 7, 2021
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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 @@ -234,6 +234,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083).
- Fixed the double sided option moving when toggling it in the material UI (case 1328877).
- Fixed volumetric fog in planar reflections.
- Fixed error with motion blur and small render targets.

### 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 @@ -2953,8 +2953,8 @@ void PrepareMotionBlurPassData(RenderGraph renderGraph, in RenderGraphBuilder bu
tileSize = 16;
}

int tileTexWidth = Mathf.CeilToInt(postProcessViewportSize.x / tileSize);
int tileTexHeight = Mathf.CeilToInt(postProcessViewportSize.y / tileSize);
int tileTexWidth = Mathf.CeilToInt(postProcessViewportSize.x / (float)tileSize);
int tileTexHeight = Mathf.CeilToInt(postProcessViewportSize.y / (float)tileSize);
data.tileTargetSize = new Vector4(tileTexWidth, tileTexHeight, 1.0f / tileTexWidth, 1.0f / tileTexHeight);

float screenMagnitude = (new Vector2(postProcessViewportSize.x, postProcessViewportSize.y).magnitude);
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