Skip to content

[7.x.x] Fixed case 1226208 #207

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 2 commits into from
Apr 23, 2020
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
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 @@ -27,6 +27,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue where errors would appear in the Console when entering Play Mode with a 2D Light selected in the Hierarchy. [Case 1226918](https://issuetracker.unity3d.com/issues/errors-appear-in-the-console-when-global-2d-light-is-selected-in-hierarchy)
- Fixed an issue with shadows not being correctly calculated in some shaders.
- Fixed invalid implementation of one function in LWRP -> URP backward compatibility support.
- Fixed an issue when Linear -> sRGB conversion would not happen on some Android devices. [case 1226208](https://issuetracker.unity3d.com/issues/no-srgb-conversion-on-some-android-devices-when-using-the-universal-render-pipeline)

## [7.3.0] - 2020-03-11

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -307,7 +307,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re

// When post-processing is enabled we can use the stack to resolve rendering to camera target (screen or RT).
// However when there are render passes executing after post we avoid resolving to screen so rendering continues (before sRGBConvertion etc)
bool dontResolvePostProcessingToCameraTarget = hasCaptureActions || hasPassesAfterPostProcessing || applyFinalPostProcessing;
bool resolvePostProcessingToCameraTarget = !hasCaptureActions && !hasPassesAfterPostProcessing && !applyFinalPostProcessing;

#region Post-processing v2 support
#if POST_PROCESSING_STACK_2_0_0_OR_NEWER
Expand Down Expand Up @@ -362,12 +362,11 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
// Post-processing will resolve to final target. No need for final blit pass.
if (applyPostProcessing)
{
var destination = dontResolvePostProcessingToCameraTarget ? m_AfterPostProcessColor : RenderTargetHandle.CameraTarget;
var destination = resolvePostProcessingToCameraTarget ? RenderTargetHandle.CameraTarget : m_AfterPostProcessColor;

// if resolving to screen we need to be able to perform sRGBConvertion in post-processing if necessary
bool doSRGBConvertion = !(dontResolvePostProcessingToCameraTarget || (m_ActiveCameraColorAttachment != RenderTargetHandle.CameraTarget));
bool doSRGBConvertion = resolvePostProcessingToCameraTarget;
m_PostProcessPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, destination, m_ActiveCameraDepthAttachment, m_ColorGradingLut, applyFinalPostProcessing, doSRGBConvertion);
Debug.Assert(applyPostProcessing || doSRGBConvertion, "This will do unnecessary blit!");
EnqueuePass(m_PostProcessPass);
}

Expand Down