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Fix wrong format for contact shadows and shadow atlas default textures - #5912
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commented
Oct 5, 2021
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commented
Oct 5, 2021
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It appears that you made a non-draft PR! |
| cmd.SetGlobalTexture(HDShaderIDs._ScreenSpaceShadowsTexture, buffers.screenspaceShadowBuffer); | ||
| } | ||
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| static void BindDefaultTexturesLightingBuffers(RenderGraphDefaultResources defaultResources, CommandBuffer cmd) |
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I'm not sure I'm a fan of binding everything globally when the plan is to remove all globals like this.
Can't we just return the proper default texture from the right passes as we do some other places?
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This just mirrors the others that are bound globally (see a bit above in the file), the problem is that the set global and all the passes producing the outputs are skipped during debug.
The passes already return the right default it is just that they are never run :D
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Fair enough. I'll take a deeper look when I actually do the thing.
… scene view lighting)
| if (m_CurrentDebugDisplaySettings.data.materialDebugSettings.debugViewMaterialCommonValue == Attributes.MaterialSharedProperty.Alpha) | ||
| RenderShadows(m_RenderGraph, hdCamera, cullingResults, ref shadowResult); | ||
| else | ||
| HDShadowManager.BindDefaultShadowGlobalResources(m_RenderGraph); |
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For awareness, we added this extra coverage here (scene lighting disabled caused more validation errors).
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No issues were found. What's tested:
- Reproduced the issue on master
- After switching to PR, the issue is gone (Mac)
- Opened HDRP template and verified contact shadows still work (Mac)
- Opened Amalienborg palace (PC) to upgrade a project that already uses cached and realtime shadows
Fix for https://fogbugz.unity3d.com/f/cases/1355108/
What did I test: I checked with D3D validation layer, I had the warnings before but not after.
FOR QA: Could you try the original repro on Mac?