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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 @@ -198,6 +198,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed UniversalRenderPipelineAsset now being able to use multiedit
- Fixed memory leak with XR combined occlusion meshes. [case 1366173]
- Added "Conservative Enclosing Sphere" setting to fix shadow frustum culling issue where shadows are erroneously culled in corners of cascades [case 1153151](https://issuetracker.unity3d.com/issues/lwrp-shadows-are-being-culled-incorrectly-in-the-corner-of-the-camera-viewport-when-the-far-clip-plane-is-small)
- Fixed an issue where screen space shadows has flickering with deferred mode [case 1354681](https://issuetracker.unity3d.com/issues/screen-space-shadows-flicker-in-scene-view-when-using-deferred-rendering)

### Changed
- Change Asset/Create/Shader/Universal Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/URP/Lit Shader Graph
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Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,7 @@ public override void Create()

LoadMaterial();

m_SSShadowsPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses;
m_SSShadowsPass.renderPassEvent = RenderPassEvent.AfterRenderingGbuffer;
m_SSShadowsPostPass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
}

Expand All @@ -54,6 +54,12 @@ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingD

if (shouldEnqueue)
{
bool isDeferredRenderingMode = renderer is UniversalRenderer && ((UniversalRenderer)renderer).renderingMode == RenderingMode.Deferred;

m_SSShadowsPass.renderPassEvent = isDeferredRenderingMode
? RenderPassEvent.AfterRenderingGbuffer
: RenderPassEvent.AfterRenderingPrePasses;

renderer.EnqueuePass(m_SSShadowsPass);
renderer.EnqueuePass(m_SSShadowsPostPass);
}
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