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Commit 07cb280

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HDRenderPipeline: Fix Rough refraction PR after merge with ProfilingSample refactor
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‎ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs‎

Copy file name to clipboardExpand all lines: ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
+3-3Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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using System;
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using System.Linq;
@@ -1270,7 +1270,7 @@ void RenderGaussianPyramidColor(Camera camera, CommandBuffer cmd)
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if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
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return;
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using (new ProfilingSample("Gaussian Pyramid Color", cmd))
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using (new ProfilingSample(cmd, "Gaussian Pyramid Color"))
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{
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int w = camera.pixelWidth;
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int h = camera.pixelHeight;
@@ -1317,7 +1317,7 @@ void RenderPyramidDepth(Camera camera, CommandBuffer cmd)
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if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
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return;
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using (new ProfilingSample("Pyramid Depth", cmd))
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using (new ProfilingSample(cmd, "Pyramid Depth"))
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{
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int w = camera.pixelWidth;
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int h = camera.pixelHeight;

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