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1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,7 @@ The version number for this package has increased due to a version update of a r
### Fixed
- Fixed the Unlit shader not being SRP Batcher compatible on OpenGLES/OpenGLCore. [case 1263720](https://issuetracker.unity3d.com/issues/urp-mobile-srp-batcher-is-not-visible-on-mobile-devices-in-frame-debugger)
- Fixed an issue with soft particles not rendering correctly for overlay cameras with post processing. [case 1241626](https://issuetracker.unity3d.com/issues/soft-particles-does-not-fade-out-near-the-opaque-surfaces-when-post-processing-is-enabled-on-a-stacked-camera)
- Fixed latest mockHMD renderviewport scale doesn't fill whole view after scaling. [case 1286161] (https://issuetracker.unity3d.com/issues/xr-urp-renderviewportscale-doesnt-fill-whole-view-after-scaling)

## [10.1.0] - 2020-10-12
### Added
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Expand Up @@ -28,6 +28,11 @@ Varyings VertQuad(Attributes input)
Varyings output;
output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_ScaleBiasRt.x, _ScaleBiasRt.y, 1, 1) + float4(_ScaleBiasRt.z, _ScaleBiasRt.w, 0, 0);
output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1

#if UNITY_UV_STARTS_AT_TOP
// Unity viewport convention is bottom left as origin. Adjust Scalebias to read the correct region.
_ScaleBias.w = 1 - _ScaleBias.w - _ScaleBias.y;
#endif
output.texcoord = GetQuadTexCoord(input.vertexID) * _ScaleBias.xy + _ScaleBias.zw;
return output;
}
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