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Fix deferred shadow init (#1900)

Fixed an issue where sometimes the deferred shadow texture would not be valid, causing wrong rendering.
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GitHub 6 年前
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4d9d0f45
共有 2 个文件被更改,包括 8 次插入0 次删除
  1. 3
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 5
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs

3
com.unity.render-pipelines.high-definition/CHANGELOG.md


## [3.4.0-preview]
### Fixed
- Fixed an issue where sometimes the deferred shadow texture would not be valid, causing wrong rendering.
## [3.3.0-preview]
### Added

5
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs


HDUtils.SetRenderTarget(cmd, hdCamera, m_ScreenSpaceShadowsBuffer, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}
// In some cases when loading a project for the first time in the editor, the internal resource is destroyed.
// When used as render target, the C++ code will re-create the resource automatically. Since here it's used directly as an UAV, we need to check manually/
if (!m_ScreenSpaceShadowsBuffer.rt.IsCreated())
m_ScreenSpaceShadowsBuffer.rt.Create();
m_LightLoop.RenderScreenSpaceShadows(hdCamera, m_ScreenSpaceShadowsBuffer, GetDepthTexture(), cmd);
PushFullScreenDebugTexture(hdCamera, cmd, m_ScreenSpaceShadowsBuffer, FullScreenDebugMode.ScreenSpaceShadows);
}

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