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fix compil issue
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -338,7 +338,7 @@ bool RenderDepthPrepass(RenderGraph renderGraph, CullingResults cull, HDCamera h
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passData.hasDepthDeferredPass = depthPrepassParameters.hasDepthDeferredPass;
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passData.depthBuffer = builder.UseDepthBuffer(output.depthBuffer, DepthAccess.ReadWrite);
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passData.normalBuffer = builder.WriteTexture(CreateNormalBuffer(renderGraph, msaa));
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passData.normalBuffer = builder.WriteTexture(CreateNormalBuffer(renderGraph, hdCamera, msaa));
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if (decalLayersEnabled)
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passData.decalBuffer = builder.WriteTexture(CreateDecalPrepassBuffer(renderGraph, msaa));
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// This texture must be used because reading directly from an MSAA Depth buffer is way to expensive.

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