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4 changes: 2 additions & 2 deletions com.unity.render-pipelines.universal/CHANGELOG.md
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Expand Up @@ -37,10 +37,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed SceneView Draw Modes not being updated properly after opening new Scene view panels or changing the Editor layout.
- Fixed an issue that caused viewport to work incorrectly when rendering to textures. [case 1225103](https://issuetracker.unity3d.com/issues/urp-the-viewport-rect-isnt-correctly-applied-when-the-camera-is-outputting-into-a-rendertexture).
- Fixed an issue that caused incorrect sampling of HDR reflection probe textures.
- Fixed an issue that caused the inverse view and projection matrix to output wrong values in some platforms. [case 1243990](https://issuetracker.unity3d.com/issues/urp-8-dot-1-breaks-unity-matrix-i-vp)
- Fixed UI text of RenderObjects feature to display LightMode tag instead of Shader Pass Name. [case 1201696](https://issuetracker.unity3d.com/issues/render-feature-slash-pass-ui-has-a-field-for-shader-pass-name-when-it-actually-expects-shader-pass-lightmode).
- Fixed an issue that caused memory allocations when sorting cameras. [case 1226448](https://issuetracker.unity3d.com/issues/2d-renderer-using-more-than-one-camera-that-renders-out-to-a-render-texture-creates-gc-alloc-every-frame).
- Fixed an issue that caused the inverse view and projection matrix to output wrong values on some platforms. [case 1243990](https://issuetracker.unity3d.com/issues/urp-8-dot-1-breaks-unity-matrix-i-vp).
- Fixed an issue with not being able to remove Light Mode Tags [case 1240895](https://issuetracker.unity3d.com/issues/urp-unable-to-remove-added-lightmode-tags-of-filters-property-in-render-object)
- Fixed GLES shaders compilation failing on Windows platform (not a mobile platform) due to uniform count limit.
- Fixed an issue where preset button could still be used, when it is not supposed to. [case 1246261](https://issuetracker.unity3d.com/issues/urp-reset-functionality-does-not-work-for-renderobject-preset-asset)

## [7.3.0] - 2020-03-11
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Expand Up @@ -73,7 +73,8 @@ public static int maxVisibleAdditionalLights
{
get
{
return (Application.isMobilePlatform || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore)
// GLES can be selected as platform on Windows (not a mobile platform) but uniform buffer size so we must use a low light count.
return (Application.isMobilePlatform || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3)
? k_MaxVisibleAdditionalLightsMobile : k_MaxVisibleAdditionalLightsNonMobile;
}
}
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Expand Up @@ -7,7 +7,7 @@

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl"

#if defined(SHADER_API_MOBILE) || defined(SHADER_API_GLCORE)
#if defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround for bug on Nintendo Switch where SHADER_API_GLCORE is mistakenly defined
#define MAX_VISIBLE_LIGHTS 32
#else
#define MAX_VISIBLE_LIGHTS 256
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