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Fix case 1346650 where OnGUI draws were overwritten #5107

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Jul 13, 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 @@ -72,6 +72,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- When MSAA is enabled and a depth texture is required, the opaque pass depth will be copied instead of scheduling a depth prepass.

### Fixed
- Fixed an issue in PostProcessPass causing OnGUI draws to not show on screen. [case 1346650]
- Fixed an issue with the blend mode in Sprite-Lit-Default shader causing alpha to overwrite the framebuffer. [case 1331392](https://issuetracker.unity3d.com/product/unity/issues/guid/1331392/)
- Fixed pixel perfect camera rect not being correctly initialized. [case 1312646](https://issuetracker.unity3d.com/product/unity/issues/guid/1312646/)
- Camera Inspector Stack list edition fixes.
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Original file line number Diff line number Diff line change
Expand Up @@ -523,9 +523,9 @@ void Swap(ref ScriptableRenderer r)
else
{
cameraTarget = (m_Destination == RenderTargetHandle.CameraTarget) ? cameraTarget : m_Destination.Identifier();
m_ResolveToScreen = cameraData.resolveFinalTarget || (m_Destination == cameraTargetHandle || m_HasFinalPass == true);
}


// With camera stacking we not always resolve post to final screen as we might run post-processing in the middle of the stack.
bool finishPostProcessOnScreen = m_ResolveToScreen;

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