Skip to content

[HDRP] Fixed shadergraph double save #4916

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 2 commits into from
Jun 16, 2021
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
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 @@ -248,6 +248,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue with sky settings being ignored when using the recorder and path tracing (case 1340507).
- Fixed some resolution aliasing for physically based depth of field (case 1340551).
- Fixed an issue with resolution dependence for physically based depth of field.
- Fixed the shader graph files that was still dirty after the first save (case 1342039).

### Changed
- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -113,6 +113,7 @@ public override void Setup(ref TargetSetupContext context)
{
Migrate();

systemData.materialNeedsUpdateHash = ComputeMaterialNeedsUpdateHash();
context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency);
context.AddAssetDependency(subTargetAssetGuid, AssetCollection.Flags.SourceDependency);
var inspector = TargetsVFX() ? VFXHDRPSubTarget.Inspector : customInspector;
Expand Down