Hi all,
I am new to using SRP and I am having trouble making progress on this. I have succesfully cretaed my own SRP and accessed it from the graphics settings and now I want to switch to using the HDRP for teh main camera and use my custom renderer on a specific camera. I have set its renderpath to custom (I am on 2018.4.12) and am subscribing to HDAdditionalCameraData.customRender from a monobehaviour like this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
public class CameraInspector : MonoBehaviour
{
HDAdditionalCameraData aData;
CullResults cull;
Material errorMaterial;
private void Awake()
{
aData = GetComponent<HDAdditionalCameraData>();
if (aData != null)
{
aData.customRender += SimpleRender;
}
}
void SimpleRender(ScriptableRenderContext context, HDCamera HDcamera)
{
//renderer stripped down to this message
UnityEngine.Debug.Log("Entered custom render pipeline");
}
}
This produces the debug.log message and then a whole slew of internal errors:
Internal error. Trying to destroy object that is already released to pool.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
These errors continue to sporadically accumulate even after exiting play mode and then the editor crashes. Any help regarding what I am screwing up here is much appreciated.