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1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
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Expand Up @@ -13,6 +13,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue with too many variants being included in ShaderGraph shaders used in URP. [[case 1378545](https://issuetracker.unity3d.com/issues/some-lit-shaders-are-having-huge-count-of-variants-which-leads-to-project-build-prevention)]
- Fixed Light2D Sprite Light not updating when Sprite properties are modified [case 1396416][case 1396418][case 1396422]
- Fixed ScreenSpaceShadows target which was not bound during draw. [case 1388353](https://issuetracker.unity3d.com/product/unity/issues/guid/1388353/)
- Fixed an issue where the "Skip Iterations" option on Bloom could cause the effect to not run at all, which would cause flickering due to the Bloom texture being uninitialized. [case 1382991](https://issuetracker.unity3d.com/product/unity/issues/guid/1382991/)
- Fixed camera sorting layer render target not being allocated in the 2d renderer [case 1389780](https://issuetracker.unity3d.com/issues/urp-2d-renderer-setrendertarget-function-throws-exception-after-upgrading-project-from-2021-dot-1-to-2022-dot-1)

## [13.1.5] - 2021-12-17
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Expand Up @@ -1100,7 +1100,7 @@ void SetupBloom(CommandBuffer cmd, RenderTargetIdentifier source, Material uberM
int maxSize = Mathf.Max(tw, th);
int iterations = Mathf.FloorToInt(Mathf.Log(maxSize, 2f) - 1);
iterations -= m_Bloom.skipIterations.value;
int mipCount = Mathf.Clamp(iterations, 1, k_MaxPyramidSize);
int mipCount = Mathf.Clamp(iterations, 2, k_MaxPyramidSize);

// Pre-filtering parameters
float clamp = m_Bloom.clamp.value;
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