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Fix issue with FrameSettings not always in sync

/main
sebastienlagarde 7 年前
当前提交
87ce1922
共有 1 个文件被更改,包括 19 次插入0 次删除
  1. 19
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs

19
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs


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

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