From f6493392624c1cde402fd7682e0b961b9bdac7a0 Mon Sep 17 00:00:00 2001 From: Manuele Bonanno Date: Thu, 21 Oct 2021 13:06:37 +0200 Subject: [PATCH] GraphicsSettings.useScriptableRenderPipelineBatching is now set only at URP creation and not every frame (case 1368853 fix) --- .../Runtime/UniversalRenderPipeline.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 9e710924d28..84d31f379b5 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -154,6 +154,8 @@ public UniversalRenderPipeline(UniversalRenderPipelineAsset asset) #endif SetSupportedRenderingFeatures(); + GraphicsSettings.useScriptableRenderPipelineBatching = asset.useSRPBatcher; + // In QualitySettings.antiAliasing disabled state uses value 0, where in URP 1 int qualitySettingsMsaaSampleCount = QualitySettings.antiAliasing > 0 ? QualitySettings.antiAliasing : 1; bool msaaSampleCountNeedsUpdate = qualitySettingsMsaaSampleCount != asset.msaaSampleCount; @@ -237,7 +239,6 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c GraphicsSettings.lightsUseLinearIntensity = (QualitySettings.activeColorSpace == ColorSpace.Linear); GraphicsSettings.lightsUseColorTemperature = true; - GraphicsSettings.useScriptableRenderPipelineBatching = asset.useSRPBatcher; GraphicsSettings.defaultRenderingLayerMask = k_DefaultRenderingLayerMask; SetupPerFrameShaderConstants(); #if ENABLE_VR && ENABLE_XR_MODULE