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Nov 9, 2020
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2 changes: 2 additions & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
### Changed
- Changed RenderObjectsFeature UI to only expose valid events. Previously, when selecting events before BeforeRenderingPrepasses objects would not be drawn correctly as stereo and camera setup only happens before rendering opaques objects.
- Shader functions SampleSH9, SampleSHPixel, SampleSHVertex are now gamma corrected in gamma space. As result LightProbes are gamma corrected too.
- Bloom in Gamma color-space now more closely matches Linear color-space, this will mean project using Bloom and Gamma color-space may need to adjust Bloom Intensity to match previous look.

### Fixed
- Fixed the Unlit shader not being SRP Batcher compatible on OpenGLES/OpenGLCore. [case 1263720](https://issuetracker.unity3d.com/issues/urp-mobile-srp-batcher-is-not-visible-on-mobile-devices-in-frame-debugger)
Expand All @@ -35,6 +36,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- 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)
- Fixed bloom inconsistencies between Gamma and Linear color-spaces.

## [10.1.0] - 2020-10-12
### Added
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Original file line number Diff line number Diff line change
Expand Up @@ -84,10 +84,6 @@ Shader "Hidden/Universal Render Pipeline/Bloom"
half3 color = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv).xyz;
#endif

#if UNITY_COLORSPACE_GAMMA
color = SRGBToLinear(color);
#endif

// User controlled clamp to limit crazy high broken spec
color = min(ClampMax, color);

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