Fix rendering postfx with color grading only in use and optimize color grading LUT to be skipped when unsued
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@@ -269,7 +269,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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int32 bloomMipCount = CalculateBloomMipCount(w1, h1);
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// Ensure to have valid data and if at least one effect should be applied
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if (!(useBloom || useToneMapping || useCameraArtifacts) || checkIfSkipPass() || w8 <= 1 || h8 <= 1)
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if (!(useBloom || useToneMapping || useCameraArtifacts || colorGradingLUT) || checkIfSkipPass() || w8 <= 1 || h8 <= 1)
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{
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// Resources are missing. Do not perform rendering. Just copy raw frame
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context->SetViewportAndScissors((float)output->Width(), (float)output->Height());
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