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Removed unused line that cause a NPE when using debug without refraction enabled

/main
Frédéric Vauchelles 7 年前
当前提交
7252b568
共有 1 个文件被更改,包括 2 次插入1 次删除
  1. 3
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs

3
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs


return;
}
// TODO: Move allocation in separate method call in start of the render loop
var cameraRT = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.ColorPyramid)
?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.ColorPyramid, m_BufferPyramid.AllocColorRT);

if (!hdCamera.frameSettings.enableRoughRefraction)
return;
// TODO: Move allocation in separate method call in start of the render loop
var cameraRT = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.DepthPyramid)
?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.DepthPyramid, m_BufferPyramid.AllocDepthRT);

// (i.e. we have perform a flip, we need to flip the input texture)
m_DebugFullScreen.SetFloat(HDShaderIDs._RequireToFlipInputTexture, hdCamera.camera.cameraType != CameraType.SceneView ? 1.0f : 0.0f);
m_DebugFullScreen.SetBuffer(HDShaderIDs._DebugScreenSpaceTracingData, m_DebugScreenSpaceTracingData);
m_DebugFullScreen.SetTexture(HDShaderIDs._DepthPyramidTexture, hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.DepthPyramid));
HDUtils.DrawFullScreen(cmd, hdCamera, m_DebugFullScreen, (RenderTargetIdentifier)BuiltinRenderTextureType.CameraTarget);
PushColorPickerDebugTexture(hdCamera, cmd, (RenderTargetIdentifier)BuiltinRenderTextureType.CameraTarget);

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