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2021.2/universal/swapbuffer afterpostprocess #5545

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Merged
merged 7 commits into from
Sep 10, 2021

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robin-demoor
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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.

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github-actions bot commented Sep 7, 2021

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@ellioman ellioman marked this pull request as ready for review September 9, 2021 11:11
@ellioman ellioman requested review from a team as code owners September 9, 2021 11:11
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The issues on Yamato are not caused by this PR

@ellioman ellioman merged commit d04e829 into 2021.2/staging Sep 10, 2021
@ellioman ellioman deleted the 2021.2/universal/swapbuffer-afterpostprocess branch September 10, 2021 07:25
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2 participants