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Fix for issue with SSAO (and in fact anything sampling depth pyramid) at edges #6839

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Jan 31, 2022
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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 @@ -81,6 +81,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed a nullref exception when creating a new scene while LightExplorer is open.
- Fixed issue that caused the uber post process to run even if nothing is to be done, leading to different results when disabling every post process manually vs disabling the whole post-processing pipeline.
- Fixed issue that placed an OnDemand shadow in the atlas before it was ever rendered.
- Fixed issue at edge of screen on some platforms when SSAO is on.

## [14.0.0] - 2021-11-17

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Original file line number Diff line number Diff line change
Expand Up @@ -70,7 +70,7 @@ Shader "Hidden/HDRP/DownsampleDepth"
float4 depths = GATHER_RED_TEXTURE2D_X(_CameraDepthTexture, s_linear_clamp_sampler, input.texcoord * _ScaleBias.xy + _ScaleBias.zw);
outputDepth = MinDepth(depths);
#else
uint2 fullResUpperCorner = uint2(input.positionCS.xy * 2.0);
uint2 fullResUpperCorner = uint2((((float2)input.positionCS.xy - 0.5f) * 2.0) + 0.5f);
float4 depths;
depths.x = LoadCameraDepth(fullResUpperCorner);
depths.y = LoadCameraDepth(fullResUpperCorner + uint2(0, 1));
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