From 36372be983956bf89c41094ea9399ccf5882c11b Mon Sep 17 00:00:00 2001 From: tomzig16 Date: Thu, 9 Sep 2021 18:42:48 +0300 Subject: [PATCH 1/3] Fix game window gizmos when camera stack is used --- .../Runtime/UniversalRenderer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index 7abb3d146a1..333707fa0f1 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -834,7 +834,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re } #if UNITY_EDITOR - if (isSceneViewCamera || isGizmosEnabled) + if (isSceneViewCamera || (isGizmosEnabled && lastCameraInTheStack)) { // Scene view camera should always resolve target (not stacked) Assertions.Assert.IsTrue(lastCameraInTheStack, "Editor camera must resolve target upon finish rendering."); From 055c1a0a04ada02c9e08d2a76519dc827f275b8d Mon Sep 17 00:00:00 2001 From: tomzig16 Date: Tue, 5 Oct 2021 15:58:56 +0300 Subject: [PATCH 2/3] Remove Assert check for the last camera in stack --- .../Runtime/UniversalRenderer.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index 93f13bc5e40..23075ba4390 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -853,10 +853,9 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re } #if UNITY_EDITOR - if (isSceneViewCamera || (isGizmosEnabled && lastCameraInTheStack)) + if (isSceneViewCamera || isGizmosEnabled) { // Scene view camera should always resolve target (not stacked) - Assertions.Assert.IsTrue(lastCameraInTheStack, "Editor camera must resolve target upon finish rendering."); m_FinalDepthCopyPass.Setup(m_DepthTexture, RenderTargetHandle.CameraTarget); m_FinalDepthCopyPass.MssaSamples = 0; EnqueuePass(m_FinalDepthCopyPass); From 6e8d51c048a082157aef1fbb6835cc3605db4204 Mon Sep 17 00:00:00 2001 From: tomzig16 Date: Tue, 5 Oct 2021 19:13:06 +0300 Subject: [PATCH 3/3] Add lastCameraInStack check --- .../Runtime/UniversalRenderer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index 23075ba4390..77a55f25ce7 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -853,7 +853,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re } #if UNITY_EDITOR - if (isSceneViewCamera || isGizmosEnabled) + if (isSceneViewCamera || (isGizmosEnabled && lastCameraInTheStack)) { // Scene view camera should always resolve target (not stacked) m_FinalDepthCopyPass.Setup(m_DepthTexture, RenderTargetHandle.CameraTarget);