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Universal/swapbuffer afterpostprocess #4892
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… into universal/swapbuffer-afterpostprocess # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs
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# Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs
Failures on Yamato not caused by this PR. |
Checklist for PR maker
need-backport-*
label. After you backport the PR, the label changes tobackported-*
.CHANGELOG.md
file.Purpose of this PR
Why is this PR needed, what hard problem is it solving/fixing?
ISSUE 1 (REGRESSION): The swapbuffer changes resulted in postProcessing to be done exclusively with MSAA targets when MSAA is enabled. The following changes make the swapbuffer system capable of turning on/off MSAA and thus revert the original behavior of the PostProcessingPass. (there was no fogbugz for this issue)
ISSUE 2: Before the swapbuffer changes users could use _AfterPostProcessTexture to access the color buffer after post processing. This PR binds the current color target to _AfterPostProcessTexture so people who used this will not notice any change.
ISSUE 3 (REGRESSIONS): Certain AA combinations + custom UI passes were not working together. https://fogbugz.unity3d.com/f/cases/1350653/ Fixed by making sure ScriptableRenderer knows what rt is currently set.
Testing status
Issue 1: Tested on ToonOutline demo and Swapbuffer project. Verified with RenderDoc. No further QA needed to check if this is correct.
Issue 2: Tested with a script to confirm this works but doesn't need further QA.
Issue 3: Needs QA to make sure the example given works with all combo's between post-processing on/off / AA settings.
Tests were done on Windows so Mac tests might be useful.