From 2fc65ac332595f5cdc62edf667c0dcdb7187b515 Mon Sep 17 00:00:00 2001 From: Nico Leyman Date: Fri, 28 May 2021 09:44:34 +0200 Subject: [PATCH 1/2] Enable Depth Priming on Vulkan w/ MSAA --- .../Runtime/UniversalRenderer.cs | 3 --- 1 file changed, 3 deletions(-) diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index 915ca639130..09eaacf4aa0 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -491,9 +491,6 @@ 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; From 13b2e1624acdc6824b0b13ae60ab9523bf96fee3 Mon Sep 17 00:00:00 2001 From: Nico Leyman Date: Fri, 28 May 2021 10:05:31 +0200 Subject: [PATCH 2/2] Update CHANGELOG.md --- com.unity.render-pipelines.universal/CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index febb5a08ef9..5633ee401af 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -35,6 +35,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added Motion Vector render pass for URP. - VFX: Fix light cookies integration. - Added Lights 2D to the Light Explorer window. +- Added Depth Priming support for Vulkan with MSAA. ### Changed - Moved fog evaluation from vertex shader to pixel shader. This improves rendering of fog for big triangles and fog quality. This can change the look of the fog slightly.