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Fix wrong format for contact shadows and shadow atlas default textures #5912
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5848036
Fix contact shadows not being bound in debug and good default shadow
FrancescoC-unity 4aa6b7c
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FrancescoC-unity 4e8ed4a
Rename
FrancescoC-unity db1a01b
Handle more edge cases where shadows are not drawn to atlas (disabled…
johnpars 5185c39
Merge branch 'hd/bugfix' into HDRP/fix-api-warnings
sebastienlagarde File filter
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Original file line number | Diff line number | Diff line change |
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@@ -109,6 +109,8 @@ void RecordRenderGraph(RenderRequest renderRequest, | |
// For alpha output in AOVs or debug views, in case we have a shadow matte material, we need to render the shadow maps | ||
if (m_CurrentDebugDisplaySettings.data.materialDebugSettings.debugViewMaterialCommonValue == Attributes.MaterialSharedProperty.Alpha) | ||
RenderShadows(m_RenderGraph, hdCamera, cullingResults, ref shadowResult); | ||
else | ||
HDShadowManager.BindDefaultShadowGlobalResources(m_RenderGraph); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. For awareness, we added this extra coverage here (scene lighting disabled caused more validation errors). |
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// Stop Single Pass is after post process. | ||
StartXRSinglePass(m_RenderGraph, hdCamera); | ||
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I'm not sure I'm a fan of binding everything globally when the plan is to remove all globals like this.
Can't we just return the proper default texture from the right passes as we do some other places?
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This just mirrors the others that are bound globally (see a bit above in the file), the problem is that the set global and all the passes producing the outputs are skipped during debug.
The passes already return the right default it is just that they are never run :D
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Fair enough. I'll take a deeper look when I actually do the thing.