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Use resolved buffers for msaa (#2278)
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2 files changed

+3
-3
lines changed

2 files changed

+3
-3
lines changed

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -36,7 +36,7 @@ TextureHandle RenderPostProcess( RenderGraph renderGraph,
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passData.afterPostProcessBuffer = builder.UseColorBuffer(renderGraph.CreateTexture(
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new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R8G8B8A8_SRGB, clearBuffer = true, clearColor = Color.black, name = "OffScreen AfterPostProcess" }), 0);
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if (passData.parameters.useDepthBuffer)
39-
passData.depthStencilBuffer = builder.UseDepthBuffer(prepassOutput.depthBuffer, DepthAccess.ReadWrite);
39+
passData.depthStencilBuffer = builder.UseDepthBuffer(prepassOutput.resolvedDepthBuffer, DepthAccess.ReadWrite);
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passData.opaqueAfterPostprocessRL = builder.UseRendererList(renderGraph.CreateRendererList(passData.parameters.opaqueAfterPPDesc));
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passData.transparentAfterPostprocessRL = builder.UseRendererList(renderGraph.CreateRendererList(passData.parameters.transparentAfterPPDesc));
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -181,12 +181,12 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest,
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if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.TransparentsWriteMotionVector))
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{
184-
prepassOutput.motionVectorsBuffer = ResolveMotionVector(m_RenderGraph, hdCamera, prepassOutput.motionVectorsBuffer);
184+
prepassOutput.resolvedMotionVectorsBuffer = ResolveMotionVector(m_RenderGraph, hdCamera, prepassOutput.motionVectorsBuffer);
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}
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// We push the motion vector debug texture here as transparent object can overwrite the motion vector texture content.
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if (m_Asset.currentPlatformRenderPipelineSettings.supportMotionVectors)
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PushFullScreenDebugTexture(m_RenderGraph, prepassOutput.motionVectorsBuffer, FullScreenDebugMode.MotionVectors);
189+
PushFullScreenDebugTexture(m_RenderGraph, prepassOutput.resolvedMotionVectorsBuffer, FullScreenDebugMode.MotionVectors);
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// TODO RENDERGRAPH : Move this to the end after we do move semantic and graph culling to avoid doing the rest of the frame for nothing
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// Transparent objects may write to the depth and motion vectors buffers.

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