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Fixes a crash when camera is under water with light shafts
#rb graham.wihlidal #preflight 63190c8dd135b61bc5d5f923 [CL 21892724 by guillaume abadie in ue5-main branch]
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@@ -443,6 +443,8 @@ FScreenPassTexture FTranslucencyComposition::AddPass(
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return SceneColor;
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}
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ensure(TranslucencyTextures.Pass != ETranslucencyPass::TPT_MAX);
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FRDGTextureRef SeparateModulationTexture = TranslucencyTextures.GetColorModulateForRead(GraphBuilder);
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FRDGTextureRef SeparateTranslucencyTexture = TranslucencyTextures.GetColorForRead(GraphBuilder);
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@@ -603,7 +605,7 @@ FScreenPassTexture FTranslucencyComposition::AddPass(
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OpName,
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kTranslucencyPassName[int32(TranslucencyTextures.Pass)],
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bApplyModulateOnly ? TEXT(" ModulateOnly") : TEXT(""),
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DepthUpscampling ? TEXT(" DepthUpscampling") : TEXT(""),
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DepthUpscampling ? TEXT(" DepthUpsampling") : TEXT(""),
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TranslucencyTextures.ViewRect.Width(), TranslucencyTextures.ViewRect.Height(),
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OutputViewport.Rect.Width(), OutputViewport.Rect.Height()),
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PixelShader,
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@@ -1349,6 +1351,7 @@ void FDeferredShadingSceneRenderer::RenderTranslucencyInner(
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//Invalidate.
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TranslucencyPassResources = FTranslucencyPassResources();
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TranslucencyPassResources.Pass = TranslucencyPass;
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}
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else
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{
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