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eh-unitysebastienlagardephi-lira
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Fix missing depth on overlay camera DoF (#6549)
* Metal HDRP ref screenshots update (#6507) * Fix typo in comment. * Fix overlay depth. * Add test case. * Fix missing depth for overlay DoF. Workaround MacOS depth as wireframe driver bug. URPasset has a depth texture checkbox, but that fixes the depth issue as well, but it's meant to be manual "force include depth" for case that can't be autodetected. This one is correctly detected, but hardcode to not include depth (which is removed in this commit). * Revert bug workaround. It's in another PR. * Revert "Add test case." This reverts commit c2e3067. * Edit changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: Felipe Lira <felipedrl@gmail.com>
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com.unity.render-pipelines.universal/CHANGELOG.md

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@@ -18,6 +18,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed inspector documentation URLs for the URP asset and Universal Renderer asset.
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- Fixed render scale setting unintentionally affecting the scene view camera.
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- Fixed property wrappers around material properties.
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- Fixed missing depth for Depth of Field in an overlay camera. [case 1365623](https://issuetracker.unity3d.com/product/unity/issues/guid/1365623/)
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- Fixed FXAA quality issues when render scale is not 1.0.
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## [13.1.2] - 2021-11-05

com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs

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@@ -940,7 +940,6 @@ static void InitializeAdditionalCameraData(Camera camera, UniversalAdditionalCam
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if (isOverlayCamera)
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{
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cameraData.requiresOpaqueTexture = false;
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cameraData.postProcessingRequiresDepthTexture = false;
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}
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Matrix4x4 projectionMatrix = camera.projectionMatrix;
@@ -990,7 +989,7 @@ static void InitializeRenderingData(UniversalRenderPipelineAsset settings, ref C
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mainLightCastShadows = (mainLightIndex != -1 && visibleLights[mainLightIndex].light != null &&
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visibleLights[mainLightIndex].light.shadows != LightShadows.None);
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// If additional lights are shaded per-pixel they cannot cast shadows
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// If additional lights are shaded per-vertex they cannot cast shadows
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if (settings.additionalLightsRenderingMode == LightRenderingMode.PerPixel)
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{
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for (int i = 0; i < visibleLights.Length; ++i)

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