Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
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 @@ -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)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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;

Expand Down