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Fix depth pyramid issues with dynamic resolution #806

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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 @@ -666,6 +666,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue with dynamic resolution updating when not in play mode.
- Fixed issue with Contrast Adaptive Sharpening upsample mode and preview camera.
- Fix issue causing blocky artifacts when decals affect metallic and are applied on material with specular color workflow.
- Fixed issue with depth pyramid generation and dynamic resolution.

### Changed
- Improve MIP selection for decals on Transparents
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Original file line number Diff line number Diff line change
Expand Up @@ -4541,7 +4541,7 @@ void RenderColorPyramid(HDCamera hdCamera, CommandBuffer cmd, bool isPreRefracti
void GenerateDepthPyramid(HDCamera hdCamera, CommandBuffer cmd, FullScreenDebugMode debugMode)
{
CopyDepthBufferIfNeeded(hdCamera, cmd);

m_SharedRTManager.GetDepthBufferMipChainInfo().ComputePackedMipChainInfo(new Vector2Int(hdCamera.actualWidth, hdCamera.actualHeight));
int mipCount = m_SharedRTManager.GetDepthBufferMipChainInfo().mipLevelCount;

using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DepthPyramid)))
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Original file line number Diff line number Diff line change
Expand Up @@ -505,6 +505,10 @@ public void Allocate()
// This function is NOT fast, but it is illustrative, and can be optimized later.
public void ComputePackedMipChainInfo(Vector2Int viewportSize)
{
// No work needed.
if (viewportSize == mipLevelSizes[0])
return;

textureSize = viewportSize;
mipLevelSizes[0] = viewportSize;
mipLevelOffsets[0] = Vector2Int.zero;
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