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m_FrameSettings.CopyTo(m_FrameSettingsRuntime); |
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m_frameSettingsIsDirty = false; |
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// In Editor we can have plenty of camera that are not render at the same time as SceneView.
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// It is really tricky to keep in sync with them. To have a coherent state. When a change is done
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// on HDRenderPipelineAsset, we tag all camera as dirty so we are sure that they will get the
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// correct default FrameSettings when the camera will be in the HDRenderPipeline.Render() call
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// otherwise, as SceneView and Game camera are not in the same call Render(), Game camera that use default
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// will not be update correctly.
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#if UNITY_EDITOR
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Camera[] cameras = Camera.allCameras; |
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foreach (Camera camera in cameras) |
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{ |
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var additionalCameraData = camera.GetComponent<HDAdditionalCameraData>(); |
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if (additionalCameraData) |
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{ |
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// Call OnAfterDeserialize that set dirty on FrameSettings
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additionalCameraData.OnAfterDeserialize(); |
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} |
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} |
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#endif
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} |
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} |
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