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[7.x.x] Fixing an API breakage regarding isSceneViewCamera #324

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1 change: 0 additions & 1 deletion com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
### Changed
- The number of maximum visible lights is now set to 32 if the platform is mobile or if the graphics API is OpenGLCore, otherwise it is set to 256.
- Optimized the 2D Renderer to skip rendering into certain internal buffers when not necessary.
- Setting the renderingData.cameraData.isSceneCamera is now marked as obsolete and replaced by renderingData.cameraData.cameraType.

### Fixed
- Fixed an issue with shadows not appearing on terrains when no cascades were selected [case 1226530](https://issuetracker.unity3d.com/issues/urp-no-shadows-on-terrain-when-cascades-is-set-to-no-cascades-in-render-pipeline-asset-settings)
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Original file line number Diff line number Diff line change
Expand Up @@ -525,6 +525,7 @@ static void InitializeStackedCameraData(Camera baseCamera, UniversalAdditionalCa
cameraData.targetTexture = baseCamera.targetTexture;
cameraData.isStereoEnabled = IsStereoEnabled(baseCamera);
cameraData.cameraType = baseCamera.cameraType;
cameraData.isSceneViewCamera = cameraData.cameraType == CameraType.SceneView;
cameraData.numberOfXRPasses = 1;
cameraData.isXRMultipass = false;

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Original file line number Diff line number Diff line change
Expand Up @@ -105,11 +105,7 @@ public Matrix4x4 GetGPUProjectionMatrix()
/// <summary>
/// True if the camera rendering is for the scene window in the editor
/// </summary>
public bool isSceneViewCamera
{
get => cameraType == CameraType.SceneView;
set { Debug.LogWarning("Setting isSceneViewCamera is an invalid operation. Please use cameraType instead."); }
}
public bool isSceneViewCamera;

/// <summary>
/// True if the camera rendering is for the preview window in the editor
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