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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 @@ -76,6 +76,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- 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 incorrect behavior of Reflections with Smoothness lighting debug mode. [case 1374181]
- Fixed a performance regression in the 2D renderer regarding the PostProcessPass [case 1347893]
- Fixed light banding artifacts on some mobile platforms. [case 1375791](https://issuetracker.unity3d.com/issues/mobile-urp-banding-like-artifacts-are-visible-when-smooth-material-is-lit-by-light)

## [13.1.0] - 2021-09-24
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Original file line number Diff line number Diff line change
Expand Up @@ -527,6 +527,7 @@ void Swap(ref ScriptableRenderer r)
#endif
RenderTargetIdentifier cameraTarget = (cameraData.targetTexture != null && !cameraData.xr.enabled) ? new RenderTargetIdentifier(cameraData.targetTexture) : cameraTargetID;

// With camera stacking we not always resolve post to final screen as we might run post-processing in the middle of the stack.
if (m_UseSwapBuffer)
{
cameraTarget = (m_ResolveToScreen) ? cameraTarget : targetDestination;
Expand All @@ -537,9 +538,6 @@ void Swap(ref ScriptableRenderer r)
m_ResolveToScreen = cameraData.resolveFinalTarget || (m_Destination.nameID == cameraTargetID || m_HasFinalPass == true);
}

// With camera stacking we not always resolve post to final screen as we might run post-processing in the middle of the stack.
bool finishPostProcessOnScreen = m_ResolveToScreen;

#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.enabled)
{
Expand All @@ -561,7 +559,7 @@ void Swap(ref ScriptableRenderer r)
// For now, when render post - processing in the middle of the camera stack(not resolving to screen)
// we do an extra blit to ping pong results back to color texture. In future we should allow a Swap of the current active color texture
// in the pipeline to avoid this extra blit.
if (!finishPostProcessOnScreen && !m_UseSwapBuffer)
if (!m_ResolveToScreen && !m_UseSwapBuffer)
{
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, cameraTarget);
cmd.SetRenderTarget(new RenderTargetIdentifier(m_Source, 0, CubemapFace.Unknown, -1),
Expand Down Expand Up @@ -590,7 +588,7 @@ void Swap(ref ScriptableRenderer r)
// For now, when render post-processing in the middle of the camera stack (not resolving to screen)
// we do an extra blit to ping pong results back to color texture. In future we should allow a Swap of the current active color texture
// in the pipeline to avoid this extra blit.
if (!finishPostProcessOnScreen && !m_UseSwapBuffer)
if (!m_ResolveToScreen && !m_UseSwapBuffer)
{
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, cameraTarget);
cmd.SetRenderTarget(m_Source, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
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