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Fixed gizmos drawing in game view #3272
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(1302504) Fixed gizmos drawing in game view. Game view now also copie…
lukaschod bd3235a
(1302504) Fixed gizmos drawing in game view v2
lukaschod 3b00bb0
Removing leftover
lukaschod bf34c25
Adding sampler to gizmos drawing
lukaschod fa0a568
Renaming property from m_SceneViewDepthCopyPass to m_FinalDepthCopyPass
lukaschod 9af6163
Changing back to IsCameraProjectionMatrixFlipped for simplicity
lukaschod 5e9eec8
Adding guards for editor only code
lukaschod 6739d03
Fixing isGizmosEnabled to check ShouldRenderGizmos in editor
lukaschod 1a14b72
Merge branch 'master' of github.com:Unity-Technologies/Graphics into …
lukaschod 29f5ab3
Mixing depth copy for gizmos to work with mssa
lukaschod d4a3f01
Merge branch 'master' of github.com:Unity-Technologies/Graphics into …
lukaschod 1b13148
Merge branch 'master' of github.com:Unity-Technologies/Graphics into …
lukaschod 65bcaf9
Merge branch 'master' of github.com:Unity-Technologies/Graphics into …
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65 changes: 0 additions & 65 deletions
65
com.unity.render-pipelines.universal/Runtime/Passes/SceneViewDepthCopy.cs
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11 changes: 0 additions & 11 deletions
11
com.unity.render-pipelines.universal/Runtime/Passes/SceneViewDepthCopy.cs.meta
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I am not super happy about this, open for suggestions
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I'm worried as well a little bit about this one. It would be better if we would fix the cameraData.IsCameraProjectionMatrixFlipped() instead.
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You have
bool yflip = (renderingToTexture && !isGameViewFinalTarget) && SystemInfo.graphicsUVStartsAtTop;
which is same as
(renderingToTexture && SystemInfo.graphicsUVStartsAtTop) && !isGameViewFinalTarget
and
renderingToTexture && SystemInfo.GraphicsUVStartsAtTop
is same asIsCameraProjectMatrixFlipped
so it could be rewritten as
bool yflip = cameraData.IsCameraProjectionMatrixFlipped() && !isGameViewRenderTarget
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Fixed