@@ -160,9 +160,6 @@ public PostProcessSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources
160160 var postProcessSettings = hdAsset . currentPlatformRenderPipelineSettings . postProcessSettings ;
161161 m_LutSize = postProcessSettings . lutSize ;
162162
163- // Call after initializing m_LutSize as it's needed for render target allocation.
164- InitializeNonRenderGraphResources ( hdAsset ) ;
165-
166163 // Grading specific
167164 m_HableCurve = new HableCurve ( ) ;
168165
@@ -172,8 +169,6 @@ public PostProcessSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources
172169 // TODO: Write a version that uses structured buffer instead of texture to do atomic as Metal doesn't support atomics on textures.
173170 m_MotionBlurSupportsScattering = m_MotionBlurSupportsScattering && ( SystemInfo . graphicsDeviceType != GraphicsDeviceType . Metal ) ;
174171
175- FillEmptyExposureTexture ( ) ;
176-
177172 // Initialize our target pool to ease RT management
178173 m_Pool = new TargetPool ( ) ;
179174
@@ -192,6 +187,9 @@ public PostProcessSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources
192187 // if only rendering has an alpha channel (and not post-processing), then we just copy the alpha to the output (but we don't process it).
193188 m_KeepAlpha = hdAsset . currentPlatformRenderPipelineSettings . supportsAlpha ;
194189 }
190+
191+ // Call after initializing m_LutSize and m_KeepAlpha as it's needed for render target allocation.
192+ InitializeNonRenderGraphResources ( hdAsset ) ;
195193 }
196194
197195 public void Cleanup ( )
@@ -257,6 +255,8 @@ public void InitializeNonRenderGraphResources(HDRenderPipelineAsset hdAsset)
257255 enableRandomWrite : true , name : "Empty EV100 Exposure"
258256 ) ;
259257
258+ FillEmptyExposureTexture ( ) ;
259+
260260 // Misc targets
261261 m_TempTexture1024 = RTHandles . Alloc (
262262 1024 , 1024 , colorFormat : GraphicsFormat . R16G16_SFloat ,
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