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Re-enable cubemap thumbnail gen only for d3d11 #487

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May 15, 2020
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2 changes: 1 addition & 1 deletion com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -504,7 +504,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed the MaxLightCount being displayed when the light volume debug menu is on ColorAndEdge.
- Fixed issue with unclear naming of debug menu for decals.
- Fixed z-fighting in scene view when scene lighting is off (case 1203927)
- Fixed issue that prevented cubemap thumbnails from rendering.
- Fixed issue that prevented cubemap thumbnails from rendering (only on D3D11 and Metal).
- Fixed ray tracing with VR single-pass
- Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer.
- Fixed error in the console when switching shader to decal in the material UI.
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Original file line number Diff line number Diff line change
Expand Up @@ -232,11 +232,12 @@ public override Texture2D RenderStaticPreview(string assetPath, Object[] subAsse
m_PreviewUtility.ambientColor = Color.black;
m_PreviewUtility.BeginStaticPreview(new Rect(0, 0, width, height));
m_PreviewUtility.DrawMesh(sphereMesh, Matrix4x4.identity, previewMaterial, 0);
// TODO: For now we comment this line as it cause out of memory on both DX12 and Vulkan API.
// TODO: For now the following line is D3D11 + Metal only as it cause out of memory on both DX12 and Vulkan API.
// We will need to invest time to understand what is happening
// For now priority is to enable Yamato platform automation
// This mean that cubemap icon will render incorrectly
//m_PreviewUtility.camera.Render();
// This mean that cubemap icon will render incorrectly on anything but D3D11
if(SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal)
m_PreviewUtility.camera.Render();

var outTexture = m_PreviewUtility.EndStaticPreview();

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