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Fixing issue 1364121 (#5667)
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com.unity.render-pipelines.universal/CHANGELOG.md

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@@ -106,14 +106,15 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed issue causing missing shaders on DirectX 11 feature level 10 GPUs. [case 1278390](https://issuetracker.unity3d.com/product/unity/issues/guid/1278390/)
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- Fixed errors when the Profiler is used with XR multipass. [case 1322916](https://issuetracker.unity3d.com/issues/xr-urp-profiler-spams-errors-in-the-console-upon-entering-play-mode)
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- Fixed an issue where SMAA did not work for OpenGL [case 1336708](https://issuetracker.unity3d.com/issues/urp-there-is-no-effect-when-using-smaa-in-urp-with-opengles-api)
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- Fixed an issue where changing camera's position in the BeginCameraRendering do not apply properly. [case 1318629] (https://issuetracker.unity3d.com/issues/camera-doesnt-move-when-changing-its-position-in-the-begincamerarendering-and-the-endcamerarendering-methods)
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- Fixed an issue where changing camera's position in the BeginCameraRendering do not apply properly. [case 1318629](https://issuetracker.unity3d.com/issues/camera-doesnt-move-when-changing-its-position-in-the-begincamerarendering-and-the-endcamerarendering-methods)
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- Fixed a performance issue in Hololens when using renderer with custom render passes.
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- Fixed an issue where Particle Lit shader had an incorrect fallback shader [case 1331780]
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- Fixed SRP batcher not working on OpenGL.
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- Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR.
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- Fixed terrain hole shadowing [case 1349305]
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- Fixed soft shadows shader variants not set to multi_compile_fragment on some shaders (gbuffer pass, speedtree shaders, WavingGrass shader).
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- Fixed artifacts in Speed Tree 8 billboard LODs due to SpeedTree LOD smoothing/crossfading [case 1348407]
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- Fixed an issue where depth texture was not available when ScriptableRenderPasses had configured it as input and MSAA was disabled. [case 1364121]
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- VFX: Fixed soft particles when HDR or Opaque texture isn't enabled
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- VFX: Fixed OpenGL soft particles fallback when depth texture isn't available
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- Fixed Opacity as Density blending artifacts on Terrain that that caused Terrain to have modified splat weights of zero in some areas and greater than one in others.

com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs

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@@ -333,7 +333,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
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// around a bug where during gbuffer pass (MRT pass), the camera depth attachment is correctly bound, but during
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// deferred pass ("camera color" + "camera depth"), the implicit depth surface of "camera color" is used instead of "camera depth",
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// because BuiltinRenderTextureType.CameraTarget for depth means there is no explicit depth attachment...
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bool createDepthTexture = cameraData.requiresDepthTexture && !requiresDepthPrepass;
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bool createDepthTexture = requiresDepthTexture && !requiresDepthPrepass;
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createDepthTexture |= (cameraData.renderType == CameraRenderType.Base && !cameraData.resolveFinalTarget);
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// Deferred renderer always need to access depth buffer.
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createDepthTexture |= this.actualRenderingMode == RenderingMode.Deferred;
@@ -438,7 +438,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
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// If a depth texture was created we necessarily need to copy it, otherwise we could have render it to a renderbuffer.
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// If deferred rendering path was selected, it has already made a copy.
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bool requiresDepthCopyPass = !requiresDepthPrepass
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&& renderingData.cameraData.requiresDepthTexture
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&& requiresDepthTexture
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&& createDepthTexture
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&& this.actualRenderingMode != RenderingMode.Deferred;
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if (requiresDepthCopyPass)

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