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RoseHirigoyenEvergreen
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UUM-133557 Color texture is read twice in custom pass
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  • Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass

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Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -227,7 +227,7 @@ RenderTargets ReadRenderTargets(in IUnsafeRenderGraphBuilder builder, in RenderT
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output.colorBufferRG = targets.colorBufferRG;
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builder.UseTexture(output.colorBufferRG, AccessFlags.ReadWrite);
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}
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if (targets.nonMSAAColorBufferRG.IsValid())
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if (targets.nonMSAAColorBufferRG.IsValid() && targets.nonMSAAColorBufferRG != targets.colorBufferRG)
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{
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output.nonMSAAColorBufferRG = targets.nonMSAAColorBufferRG;
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builder.UseTexture(output.nonMSAAColorBufferRG, AccessFlags.ReadWrite);

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