You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/CHANGELOG.md
+1Lines changed: 1 addition & 0 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -299,6 +299,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
299
299
- Fixed VFX flag "Exclude From TAA" not working for some particle types.
300
300
- Fixed Dof and MSAA. DoF is now using the min depth of the per-pixel MSAA samples when MSAA is enabled. This removes 1-pixel ringing from in focus objects (case 1347291).
301
301
- Fixed objects disappearing from Lookdev window when entering playmode (case 1309368).
302
+
- Fixed rendering of objects just after the TAA pass (before post process injection point).
302
303
303
304
### Changed
304
305
- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard
// When TAA is enabled rendering is jittered and then resolved during the post processing pass.
559
+
// It means that any rendering done after post processing need to disable jittering. This is what we do with hdCamera.UpdateViewConstants(false);
560
+
// The issue is that the only available depth buffer is jittered so pixels would wobble around depth tested edges.
561
+
// In order to avoid that we decide that objects rendered after Post processes while TAA is active will not benefit from the depth buffer so we disable it.
// When TAA is enabled rendering is jittered and then resolved during the post processing pass.
581
-
// It means that any rendering done after post processing need to disable jittering. This is what we do with hdCamera.UpdateViewConstants(false);
582
-
// The issue is that the only available depth buffer is jittered so pixels would wobble around depth tested edges.
583
-
// In order to avoid that we decide that objects rendered after Post processes while TAA is active will not benefit from the depth buffer so we disable it.
0 commit comments