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b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/HDRP_DebugNormal.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a5edaab66ed9a83a802cb6263e3064515ebd7289d0bcb1232da38b2df5268581 -size 20749 +oid sha256:6a570e61db8142765cd6da525cdc9672f850312d36c3b875b8b51c01719158ea +size 20995 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/HDRP_DebugSmoothness.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/HDRP_DebugSmoothness.png index 0aa07cf87c0..7c5490d2c0e 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/HDRP_DebugSmoothness.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/HDRP_DebugSmoothness.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d45d457ddfa6186781767dbc3a1271da11aff69d5e25fe86fc1d4a6e01eab384 -size 1933 +oid sha256:6ca328c297e32cb8f453f3ce1611729b581ad83bd46f898ae428d265126a3a90 +size 2210 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 62a8f09c97d..fb40703626a 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -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. diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs index 5761d0e34e8..29bf1380a8f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs @@ -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 diff --git a/com.unity.testing.visualeffectgraph/Tests/Runtime/VFXGraphicsTests.cs b/com.unity.testing.visualeffectgraph/Tests/Runtime/VFXGraphicsTests.cs index aade17ef8f0..63fe851433b 100644 --- a/com.unity.testing.visualeffectgraph/Tests/Runtime/VFXGraphicsTests.cs +++ b/com.unity.testing.visualeffectgraph/Tests/Runtime/VFXGraphicsTests.cs @@ -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