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1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -84,6 +84,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue where Sprite type Light2Ds were missing a default sprite
- Fixed an issue where ShadowCasters were sometimes being rendered twice in the editor while in playmode.
- Fixed an issue where ShadowCaster2D was generating garbage when running in the editor. [case 1304158](https://issuetracker.unity3d.com/product/unity/issues/guid/1304158/)
- Fixed an issue where the 2D Renderer was not rendering depth and stencil in the normal rendering pass
- Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.
- Fixed an issue where objects in motion might jitter when the Pixel Perfect Camera is used. [case 1300474](https://issuetracker.unity3d.com/issues/urp-characters-sprite-repeats-in-the-build-when-using-pixel-perfect-camera-and-2d-renderer)
- Fixed an issue where filtering in the scene view would not properly highlight the filtered objects. case 1324359
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Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ public static void CreateNormalMapRenderTexture(this IRenderPass2D pass, Renderi
descriptor.graphicsFormat = GetRenderTextureFormat();
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.depthBufferBits = 0;
descriptor.depthBufferBits = pass.rendererData.useDepthStencilBuffer ? 32 : 0;
descriptor.msaaSamples = renderingData.cameraData.cameraTargetDescriptor.msaaSamples;
descriptor.dimension = TextureDimension.Tex2D;

Expand Down Expand Up @@ -510,7 +510,7 @@ public static void RenderNormals(this IRenderPass2D pass, ScriptableRenderContex
else
cmd.SetRenderTarget(pass.rendererData.normalsRenderTarget.Identifier(), RenderBufferLoadAction.DontCare, storeAction);

cmd.ClearRenderTarget(false, true, k_NormalClearColor);
cmd.ClearRenderTarget(pass.rendererData.useDepthStencilBuffer, true, k_NormalClearColor);

context.ExecuteCommandBuffer(cmd);
cmd.Clear();
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