diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 1cffccd78e2..69296edf964 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -367,6 +367,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the volumetric clouds having no control over the vertical wind (case 1354920). - Fixed case where the SceneView don't refresh when using LightExplorer with a running and Paused game (1354129) - Fixed wrong ordering in FrameSettings (Normalize Reflection Probes) +- Fixed old ray tracing material conversion ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs index 81a40bad52d..1151cb1da00 100644 --- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs @@ -524,9 +524,6 @@ static void ZWriteForTransparent(Material material, HDShaderUtils.ShaderID id) #endregion static void RenderQueueUpgrade(Material material, HDShaderUtils.ShaderID id) { - // In order for the ray tracing keyword to be taken into account, we need to make it dirty so that the parameter is created first - HDShaderUtils.ResetMaterialKeywords(material); - // Replace previous ray tracing render queue for opaque to regular opaque with raytracing if (material.renderQueue == ((int)UnityEngine.Rendering.RenderQueue.GeometryLast + 20)) { @@ -540,6 +537,9 @@ static void RenderQueueUpgrade(Material material, HDShaderUtils.ShaderID id) material.SetFloat(kRayTracing, 1.0f); } + // In order for the ray tracing keyword to be taken into account, we need to make it dirty so that the parameter is created first + HDShaderUtils.ResetMaterialKeywords(material); + // For shader graphs, there is an additional pass we need to do if (material.HasProperty("_RenderQueueType")) {