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3 changes: 2 additions & 1 deletion com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -104,14 +104,15 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue causing missing shaders on DirectX 11 feature level 10 GPUs. [case 1278390](https://issuetracker.unity3d.com/product/unity/issues/guid/1278390/)
- 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)
- 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)
- 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)
- 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)
- Fixed a performance issue in Hololens when using renderer with custom render passes.
- Fixed an issue where Particle Lit shader had an incorrect fallback shader [case 1331780]
- Fixed SRP batcher not working on OpenGL.
- Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR.
- Fixed terrain hole shadowing [case 1349305]
- Fixed soft shadows shader variants not set to multi_compile_fragment on some shaders (gbuffer pass, speedtree shaders, WavingGrass shader).
- Fixed artifacts in Speed Tree 8 billboard LODs due to SpeedTree LOD smoothing/crossfading [case 1348407]
- Fixed an issue where depth texture was not available when ScriptableRenderPasses had configured it as input and MSAA was disabled. [case 1364121]
- VFX: Fixed soft particles when HDR or Opaque texture isn't enabled
- VFX: Fixed OpenGL soft particles fallback when depth texture isn't available

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