Skip to content

Commit 30fffd5

Browse files
Revert "Add support for the camera bridge in the graphics compositor (#4599)"
This reverts commit 2325e3f.
1 parent 88779ea commit 30fffd5

File tree

2 files changed

+0
-28
lines changed

2 files changed

+0
-28
lines changed

com.unity.render-pipelines.high-definition/CHANGELOG.md

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -62,7 +62,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
6262
- Added support for tessellation for all master node in shader graph.
6363
- Added ValidateMaterial callbacks to ShaderGUI.
6464
- Added support for internal plugin materials and HDSubTarget with their versioning system.
65-
- Added support for the camera bridge in the graphics compositor
6665

6766
### Fixed
6867
- Fixed Intensity Multiplier not affecting realtime global illumination.

com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs

Lines changed: 0 additions & 27 deletions
Original file line numberDiff line numberDiff line change
@@ -802,39 +802,12 @@ void CustomRender(ScriptableRenderContext context, HDCamera camera)
802802

803803
if (camera.camera.targetTexture)
804804
{
805-
// When rendering to texture (or to camera bridge) we don't need to flip the image.
806-
// If this matrix was used for the game view, then the image would appear flipped, hense the name of the variable.
807805
m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped;
808806
ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal);
809807
cmd.Blit(null, camera.camera.targetTexture, m_Material, m_Material.FindPass("ForwardOnly"));
810-
811-
var recorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera.camera);
812-
if (recorderCaptureActions != null)
813-
{
814-
for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();)
815-
{
816-
recorderCaptureActions.Current(camera.camera.targetTexture, cmd);
817-
}
818-
}
819808
}
820809
else
821810
{
822-
var recorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera.camera);
823-
824-
if (recorderCaptureActions != null)
825-
{
826-
m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped;
827-
cmd.SetInvertCulling(true);
828-
ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal);
829-
cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly"));
830-
for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();)
831-
{
832-
recorderCaptureActions.Current(BuiltinRenderTextureType.CameraTarget, cmd);
833-
}
834-
cmd.SetInvertCulling(false);
835-
}
836-
837-
// When we render directly to game view, we render the image flipped up-side-down, like other HDRP cameras
838811
m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrix;
839812
ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal);
840813
cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly"));

0 commit comments

Comments
 (0)