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4 changes: 4 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,10 @@
- Upgraded to Unity 2019. Dropped support for Unity 2018.
- Removed `dynamicBatching` from Render Pipeline Asset. Configure dynamic batching in `Project Settings/Player/Others Settings` instead.

### Fixed

- Fixed the gizmos being drawn in Game View.

## [0.0.1]

### Added
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13 changes: 11 additions & 2 deletions Runtime/SRP/VXGIRenderer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -114,7 +114,7 @@ public void RenderDeferred(ScriptableRenderContext renderContext, Camera camera,
RenderTransparent(renderContext, camera);
TriggerCameraEvent(renderContext, camera, CameraEvent.AfterForwardAlpha, vxgi);

renderContext.DrawGizmos(camera, GizmoSubset.PreImageEffects);
RenderGizmos(renderContext, camera, GizmoSubset.PreImageEffects);

TriggerCameraEvent(renderContext, camera, CameraEvent.BeforeImageEffects, vxgi);
RenderPostProcessing(renderContext, camera);
Expand All @@ -123,7 +123,7 @@ public void RenderDeferred(ScriptableRenderContext renderContext, Camera camera,
_command.Clear();
TriggerCameraEvent(renderContext, camera, CameraEvent.AfterImageEffects, vxgi);

renderContext.DrawGizmos(camera, GizmoSubset.PostImageEffects);
RenderGizmos(renderContext, camera, GizmoSubset.PostImageEffects);

TriggerCameraEvent(renderContext, camera, CameraEvent.AfterEverything, vxgi);

Expand Down Expand Up @@ -167,6 +167,15 @@ void RenderGBuffers(ScriptableRenderContext renderContext, Camera camera) {
renderContext.DrawRenderers(_cullingResults, ref drawingSettings, ref _filteringSettings);
}

[System.Diagnostics.Conditional("UNITY_EDITOR")]
void RenderGizmos(ScriptableRenderContext renderContext, Camera camera, GizmoSubset gizmoSubset)
{
if (UnityEditor.SceneView.currentDrawingSceneView?.drawGizmos ?? false)
{
renderContext.DrawGizmos(camera, gizmoSubset);
}
}

void RenderLighting(ScriptableRenderContext renderContext, Camera camera, VXGI vxgi) {
Matrix4x4 clipToWorld = camera.cameraToWorldMatrix * GL.GetGPUProjectionMatrix(camera.projectionMatrix, false).inverse;

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