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[URP][10.x.x] backport hdr toggle sceneview #2521

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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 @@ -34,6 +34,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue causing materials to be upgraded multiple times.
- Fixed an issue where the Camera inspector was grabbing the URP asset in Graphics Settings rather than the currently active.
- Fixed an issue where the Light Explorer was grabbing the URP asset in Graphics Settings rather than the currently active.
- Fixed an issue where the scene view camera ignored the pipeline assets HDR setting. [case 1284369](https://issuetracker.unity3d.com/issues/urp-scene-view-camera-ignores-pipeline-assets-hdr-settings-when-main-camera-uses-pipeline-settings)

## [10.1.0] - 2020-10-12
### Added
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Original file line number Diff line number Diff line change
Expand Up @@ -461,6 +461,7 @@ static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, floa
desc = camera.targetTexture.descriptor;
desc.width = camera.pixelWidth;
desc.height = camera.pixelHeight;
desc.graphicsFormat = isHdrEnabled ? desc.graphicsFormat : renderTextureFormatDefault;
// SystemInfo.SupportsRenderTextureFormat(camera.targetTexture.descriptor.colorFormat)
// will assert on R8_SINT since it isn't a valid value of RenderTextureFormat.
// If this is fixed then we can implement debug statement to the user explaining why some
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