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[VFX/HDRP] Fix Debug View Material (#3149)
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* HDRP - Fix Debug View Material (#182)

* 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
# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Synchronize timeout settings from master

See : https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.testing.visualeffectgraph/Tests/Runtime/VFXGraphicsTests.cs#L38 (f

* Fix changelog.md

Keep new entry last
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PaulDemeulenaere authored and pastasfuture committed Mar 15, 2021
1 parent cf026a3 commit 9ae67e5
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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 @@ -76,6 +76,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed path tracing alpha channel support (case 1304187).
- Fixed shadow matte not working with ambient occlusion when MSAA is enabled
- Fixed issues with compositor's undo (cases 1305633, 1307170).
- VFX : Debug material view incorrect depth test. (case 1293291)

### Changed
- Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection.
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Expand Up @@ -560,7 +560,7 @@ 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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Expand Up @@ -35,6 +35,7 @@ public void Init()
[UnityTest, Category("VisualEffect")]
[PrebuildSetup("SetupGraphicsTestCases")]
[UseGraphicsTestCases]
[Timeout(450 * 1000)] // Increase timeout to handle complex scenes with many shaders and XR variants
public IEnumerator Run(GraphicsTestCase testCase)
{
#if UNITY_EDITOR
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