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Allow copy depth pass when in game view with gizmos #4034

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Apr 6, 2021
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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 @@ -76,6 +76,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed errors when the Profiler is used with XR multipass. [case 1313141](https://issuetracker.unity3d.com/issues/xr-urp-profiler-spams-errors-in-the-console-upon-entering-play-mode)
- Fixed materials being constantly dirty.
- Fixed double sided and clear coat multi editing shader.
- Fixed issue where copy depth depth pass for gizmos was being skipped in game view [case 1302504](https://issuetracker.unity3d.com/issues/urp-handles-with-set-ztest-do-not-respect-depth-sorting-in-the-game-view)

### Changed
- Change Asset/Create/Shader/Universal Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/URP/Lit Shader Graph
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Original file line number Diff line number Diff line change
Expand Up @@ -603,7 +603,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
}

#if UNITY_EDITOR
if (isSceneViewCamera && isGizmosEnabled)
if (isSceneViewCamera || isGizmosEnabled)
{
// Scene view camera should always resolve target (not stacked)
Assertions.Assert.IsTrue(lastCameraInTheStack, "Editor camera must resolve target upon finish rendering.");
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