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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed texture fields for volume parameters accepting textures with wrong dimensions.
- Fixed Realtime lightmap not working correctly in player with various lit shader (case 1360021)
- Fixed unexpectedly strong contribution from directional lights in path-traced volumetric scattering (case 1304688).
- Fixed memory leak with XR combined occlusion meshes (case 1366173).

### Changed
- Visual Environment ambient mode is now Dynamic by default.
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Original file line number Diff line number Diff line change
Expand Up @@ -167,8 +167,11 @@ internal int GetMaxViews()

internal void ReleaseFrame()
{
foreach ((Camera _, XRPass xrPass) in framePasses)
for (int i = 0; i < framePasses.Count; i++)
{
// Pop from the back to keep initial ordering (see implementation of ObjectPool)
(Camera _, XRPass xrPass) = framePasses[framePasses.Count - i - 1];

if (xrPass != emptyPass)
XRPass.Release(xrPass);
}
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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 @@ -20,6 +20,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- URP asset can now use multi-edit. [case 1364966](https://issuetracker.unity3d.com/issues/urp-universalrenderpipelineasset-does-not-support-multi-edit)
- Fixed an issue in where the current open scene didn't load after running the converters. [case 1365101]
- 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 memory leak with XR combined occlusion meshes. [case 1366173]

## [12.0.0] - 2021-01-11
### Added
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5 changes: 4 additions & 1 deletion com.unity.render-pipelines.universal/Runtime/XR/XRSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -201,8 +201,11 @@ internal List<XRPass> SetupFrame(Camera camera, bool enableXRRendering)

internal void ReleaseFrame()
{
foreach (XRPass xrPass in framePasses)
for (int i = 0; i < framePasses.Count; i++)
{
// Pop from the back to keep initial ordering (see implementation of ObjectPool)
var xrPass = framePasses[framePasses.Count - i - 1];

if (xrPass != emptyPass)
XRPass.Release(xrPass);
}
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