diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index 6d37045ca6a..c72c85725c6 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -8,7 +8,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Added - Added public api and updated docs for Light2D shape properties. -- Depth Texture setting for Overlay Camera. +- Added Depth Texture setting for Overlay Camera. +- Added Depth Priming support for Vulkan with MSAA. ### Changed diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index b3b0496438f..a3df124736b 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -509,9 +509,6 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re bool useDepthPriming = (m_DepthPrimingRecommended && m_DepthPrimingMode == DepthPrimingMode.Auto) || (m_DepthPrimingMode == DepthPrimingMode.Forced); useDepthPriming &= requiresDepthPrepass && (createDepthTexture || createColorTexture) && m_RenderingMode == RenderingMode.Forward && (cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth); - // Temporarily disable depth priming on certain platforms such as Vulkan because we lack proper depth resolve support. - useDepthPriming &= SystemInfo.graphicsDeviceType != GraphicsDeviceType.Vulkan || cameraTargetDescriptor.msaaSamples == 1; - if (useRenderPassEnabled || useDepthPriming) { createDepthTexture |= createColorTexture;