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HDRP - Fix Debug View Material (#182)
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* Fix fallback (?) depth state in debug view material

Not sure about this : should double check with HDRP team

* *Update changelog

* *Updare reference image

It corresponds to the result in 7.x.x & 8.x.x
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PaulDemeulenaere authored and GitHub Enterprise committed Jan 18, 2021
1 parent fc40e69 commit 755227a
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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 @@ -36,6 +36,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed timing issues with accumulation motion blur
- Fixed an issue with the frame count management for the volumetric fog (case 1299251).
- Fixed an issue with material using distortion from ShaderGraph init after Material creation (case 1294026)
- VFX : Debug material view incorrect depth test. (case 1293291)

### Changed
- Removed the material pass probe volumes evaluation mode.
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Original file line number Diff line number Diff line change
Expand Up @@ -528,7 +528,7 @@ TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cu
passData.transparentRendererList = builder.UseRendererList(
renderGraph.CreateRendererList(CreateTransparentRendererListDesc(cull, hdCamera.camera, m_AllTransparentPassNames,
rendererConfiguration: m_CurrentRendererConfigurationBakedLighting,
stateBlock: m_DepthStateOpaque)));
stateBlock: m_DepthStateNoWrite)));

passData.clearColorTexture = Compositor.CompositionManager.GetClearTextureForStackedCamera(hdCamera); // returns null if is not a stacked camera
passData.clearDepthTexture = Compositor.CompositionManager.GetClearDepthForStackedCamera(hdCamera); // returns null if is not a stacked camera
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