diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index b70349b8300..44cc1d56957 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -32,6 +32,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix for rendering thumbnails. [case 1348209](https://issuetracker.unity3d.com/issues/preview-of-assets-do-not-show-in-the-project-window) - Fixed a regression bug where XR camera postion can not be modified in beginCameraRendering [case 1365000] - Fixed an issue in where installing the Adaptive Performance package caused errors to the inspector UI [1368161](https://issuetracker.unity3d.com/issues/urp-package-throws-compilation-error-cs1525-when-imported-together-with-adaptive-performance-package) +- Fixed a regression where filtering the scene view yielded incorrect visual results [1360233](https://issuetracker.unity3d.com/product/unity/issues/guid/1360233) - Fixed disabled debug lighting modes on Vulkan and OpenGL following a shader compiler fix. [case 1334240] - Fixed an issue in where the Convert Renderering Settings would cause a freeze. [case 1353885](https://issuetracker.unity3d.com/issues/urp-builtin-to-urp-render-pipeline-converter-freezes-the-editor-when-converting-rendering-settings) - Fixed decals to work with native render pass [case 1353141](https://issuetracker.unity3d.com/issues/urp-decals-are-not-visible-in-game-view-after-modifying-urp-asset-properties) diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index 95a553ad5f0..aa6e26293da 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -523,9 +523,11 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re if (cameraData.renderType == CameraRenderType.Base) { RenderTargetHandle cameraTargetHandle = RenderTargetHandle.GetCameraTarget(cameraData.xr); + bool sceneViewFilterEnabled = camera.sceneViewFilterMode == Camera.SceneViewFilterMode.ShowFiltered; - m_ActiveCameraColorAttachment = (createColorTexture) ? m_ColorBufferSystem.GetBackBuffer() : cameraTargetHandle; - m_ActiveCameraDepthAttachment = (createDepthTexture) ? m_CameraDepthAttachment : cameraTargetHandle; + //Scene filtering redraws the objects on top of the resulting frame. It has to draw directly to the sceneview buffer. + m_ActiveCameraColorAttachment = (createColorTexture && !sceneViewFilterEnabled) ? m_ColorBufferSystem.GetBackBuffer() : cameraTargetHandle; + m_ActiveCameraDepthAttachment = (createDepthTexture && !sceneViewFilterEnabled) ? m_CameraDepthAttachment : cameraTargetHandle; bool intermediateRenderTexture = createColorTexture || createDepthTexture;