2021.2/universal/swapbuffer afterpostprocess #5545
Merged
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This is a backport of #4892
Purpose of this PR
Why is this PR needed, what hard problem is it solving/fixing?
ISSUE 1 (REGRESSION): The swapbuffer changes resulted in postProcessing to be done exclusively with MSAA targets when MSAA is enabled. The following changes make the swapbuffer system capable of turning on/off MSAA and thus revert the original behavior of the PostProcessingPass. (there was no fogbugz for this issue)
ISSUE 2: Before the swapbuffer changes users could use _AfterPostProcessTexture to access the color buffer after post processing. This PR binds the current color target to _AfterPostProcessTexture so people who used this will not notice any change.
ISSUE 3 (REGRESSIONS): Certain AA combinations + custom UI passes were not working together. https://fogbugz.unity3d.com/f/cases/1350653/ Fixed by making sure ScriptableRenderer knows what rt is currently set.