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1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
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Expand Up @@ -49,6 +49,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Opacity as Density blending feature for Terrain Lit Shader is now disabled when the Terrain has more than four Terrain Layers. This is now similar to the Height-blend feature for the Terrain Lit Shader.

### Fixed
- Fixed an issue in Sprite-Lit-Default.shader causing 2D lighting in perspective to be incorrect. [case 1315645](https://issuetracker.unity3d.com/issues/lighting-renders-incorrectly-when-using-2d-lighting-and-perspective-camera)
- Fixed an issue where the 2D Renderer was not rendering depth and stencil in the normal rendering pass [1259874](https://issuetracker.unity3d.com/product/unity/issues/guid/1259874/)
- Fixed an issue where Transparency Sort Mode value is taken from Graphics Settings instead of 2D Renderer [1310652](https://issuetracker.unity3d.com/issues/transparency-sort-mode-value-is-taken-from-graphics-settings-instead-of-2d-forward-renderer)
- Fixed an issue where Post Processing doesn't enable when PostProcessData reassigned from the asset selector window.
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Original file line number Diff line number Diff line change
Expand Up @@ -86,7 +86,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"

o.positionCS = TransformObjectToHClip(v.positionOS);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.lightingUV = half2(ComputeScreenPos(o.positionCS).xy);
o.lightingUV = half2(ComputeScreenPos(o.positionCS / o.positionCS.w).xy);

o.color = v.color;
return o;
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