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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -581,6 +581,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed flickering of the game/scene view when lookdev is running.
- Fixed issue with reflection probes in realtime time mode with OnEnable baking having wrong lighting with sky set to dynamic (case 1238047).
- Fixed transparent motion vectors not working when in MSAA.
- Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

### Changed
- Improve MIP selection for decals on Transparents
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Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ static partial class HDCameraUI

const string msaaWarningMessage = "Manual MSAA target set with deferred rendering. This will lead to undefined behavior.";

static readonly GUIContent clearModeContent = EditorGUIUtility.TrTextContent("Background Type", "Specifies the type of background the Camera applies when it clears the screen before rendering a frame.");
static readonly GUIContent clearModeContent = EditorGUIUtility.TrTextContent("Background Type", "Specifies the type of background the Camera applies when it clears the screen before rendering a frame. Be aware that when setting this to None, the background is never cleared and since HDRP shares render texture between cameras, you may end up with garbage from previous rendering.");
static readonly GUIContent backgroundColorContent = EditorGUIUtility.TrTextContent("Background Color", "The Background Color used to clear the screen when selecting Background Color before rendering.");
static readonly GUIContent cullingMaskContent = EditorGUIUtility.TrTextContent("Culling Mask");
static readonly GUIContent volumeLayerMaskContent = EditorGUIUtility.TrTextContent("Volume Layer Mask");
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Original file line number Diff line number Diff line change
Expand Up @@ -262,6 +262,9 @@ internal HDAdditionalCameraData.ClearColorMode clearColorMode
}
}

HDAdditionalCameraData.ClearColorMode m_PreviousClearColorMode = HDAdditionalCameraData.ClearColorMode.None;


internal Color backgroundColorHDR
{
get
Expand Down Expand Up @@ -503,7 +506,7 @@ internal void SetReferenceSize()
RTHandles.SetReferenceSize(actualWidth, actualHeight, msaaSamples);
m_HistoryRTSystem.SwapAndSetReferenceSize(actualWidth, actualHeight, msaaSamples);
}

// Updating RTHandle needs to be done at the beginning of rendering (not during update of HDCamera which happens in batches)
// The reason is that RTHandle will hold data necessary to setup RenderTargets and viewports properly.
internal void BeginRender(CommandBuffer cmd)
Expand Down Expand Up @@ -886,9 +889,11 @@ void UpdateAntialiasing()
}

// When changing antialiasing mode to TemporalAA we must reset the history, otherwise we get one frame of garbage
if (previousAntialiasing != antialiasing && antialiasing == AntialiasingMode.TemporalAntialiasing)
if ( (previousAntialiasing != antialiasing && antialiasing == AntialiasingMode.TemporalAntialiasing)
|| (m_PreviousClearColorMode != clearColorMode))
{
resetPostProcessingHistory = true;
m_PreviousClearColorMode = clearColorMode;
}
}

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