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[PPv2] Fixes for Mobile & WebGL platforms (#3720)
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* Fix for compilation error in the FinalPass shader with GLES2/WebGL1 (case 1311160)

* Fix for MSVO errors on unsupported Android platforms (case 1316915)

* Version update

* Version update (back to 3.1.0, not published yet)
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Chman committed Mar 2, 2021
1 parent 5d31ae8 commit 393e5f9
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4 changes: 3 additions & 1 deletion com.unity.postprocessing/CHANGELOG.md
Expand Up @@ -4,7 +4,7 @@ All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [3.1.0] - 2021-02-20
## [3.1.0] - 2021-03-02

### Added
- Support for the PlayStation 5 platform has been added.
Expand All @@ -13,6 +13,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
### Fixed
- Fix for issue thrown upon unloading a scene from an AssetBundle (case 1262826)
- Fix for MSVO when used with dynamic resolution reallocating temporary render targets whenever the dynamic resolution scale was changed which could cause a higher peak VRAM usage and fragmentation (Case 1285605). Temporary targets will now use dynamic scaling as well to solve this. Please note there is a bug in Unity that breaks this fix (case 1285577) To make use of dynamic resolution and MSVO please use Unity 2019.4.19f1, 2020.2.2f1, 2021.1.0a9 or later.
- Fix for compilation error in the FinalPass shader with GLES2/WebGL1 (case 1311160)
- Fix for MSVO errors on unsupported Android platforms (case 1316915)

## [3.0.3] - 2021-02-19

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@@ -1,4 +1,5 @@
using System;
using UnityEngine.Experimental.Rendering;

namespace UnityEngine.Rendering.PostProcessing
{
Expand Down Expand Up @@ -189,9 +190,9 @@ public override bool IsEnabledAndSupported(PostProcessRenderContext context)

state &= SystemInfo.supportsComputeShaders
&& !RuntimeUtilities.isAndroidOpenGL
&& RenderTextureFormat.RFloat.IsSupported()
&& RenderTextureFormat.RHalf.IsSupported()
&& RenderTextureFormat.R8.IsSupported();
&& SystemInfo.IsFormatSupported(GraphicsFormat.R32_SFloat, FormatUsage.Render | FormatUsage.LoadStore)
&& SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, FormatUsage.Render | FormatUsage.LoadStore)
&& SystemInfo.IsFormatSupported(GraphicsFormat.R8_UNorm, FormatUsage.Render | FormatUsage.LoadStore);
}

return state;
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Expand Up @@ -131,10 +131,10 @@ Shader "Hidden/PostProcessing/FinalPass"
Pass
{
HLSLPROGRAM
#pragma only_renderers gles
#pragma only_renderers gles3

#pragma multi_compile __ STEREO_INSTANCING_ENABLED STEREO_DOUBLEWIDE_TARGET
#pragma target es3.0
#pragma target 3.0

ENDHLSL
}
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