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3 changes: 2 additions & 1 deletion com.unity.render-pipelines.universal/CHANGELOG.md
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Expand Up @@ -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

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Original file line number Diff line number Diff line change
Expand Up @@ -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;
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