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[7.x.x][case 1251402] Fixed an issue where gamma correction was being applied twice for Google VR on iOS devices when FXAA was enabled #2006

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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 @@ -12,6 +12,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed camera backgrounds not matching between editor and build when background is set to 'Uninitialized'. [case 1224369](https://issuetracker.unity3d.com/issues/urp-uninitialized-camera-background-type-does-not-match-between-the-build-and-game-view)
- Fixed an issue where Pixel lighting variants were stripped in builds if another URP asset had Additional Lights set to Per Vertex [case 1263514](https://issuetracker.unity3d.com/issues/urp-all-pixel-lighting-variants-are-stripped-in-build-if-at-least-one-urp-asset-has-additional-lights-set-to-per-vertex)
- Fixed an issue where transparent meshes were rendered opaque when using custom render passes [case 1262887](https://issuetracker.unity3d.com/issues/urp-transparent-meshes-are-rendered-as-opaques-when-using-lit-shader-with-custom-render-pass)
- Fixed an issue where gamma correction was being applied twice for Google VR on iOS devices when FXAA was enabled. [case 1251402](https://issuetracker.unity3d.com/issues/metal-urp-ios-google-vr-ios-white-filter-appears-when-using-fxaa-plus-post-processing-plus-single-pass-stereo-rendering-mode)

## [7.5.1] - 2020-09-02

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Original file line number Diff line number Diff line change
Expand Up @@ -231,7 +231,7 @@ bool RequireSRGBConversionBlitToBackBuffer(CameraData cameraData)
// If eye texture color format is linear, we do explicit sRGB convertion
#if ENABLE_VR && ENABLE_VR_MODULE
if (cameraData.isStereoEnabled)
requiresSRGBConversion = !XRGraphics.eyeTextureDesc.sRGB;
requiresSRGBConversion = !XRGraphics.eyeTextureDesc.sRGB && (QualitySettings.activeColorSpace == ColorSpace.Linear);
#endif
return requiresSRGBConversion;
}
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