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emitting UI geometry for offscreen cameras too (case 1344969 fix) #5894
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP URP Shader Graph VFX SRP Core Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
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Remember to update the changelog with the case :)
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Missing changelog.
Made some mistakes when rebasing to universal/staging. Fixed now. |
commit a99044f Merge: bd0a2db 44b86ce Author: Manuele Bonanno <manuele.bonanno@unity3d.com> Date: Mon Oct 11 14:17:46 2021 +0200 Merge branch 'master' into urp/offscreen_camera_ui_fix commit bd0a2db Author: Manuele Bonanno <manuele.bonanno@unity3d.com> Date: Mon Oct 4 15:43:58 2021 +0200 emitting UI geometry for offscreen cameras too (case 1344969 fix)
* master: Enable iris normal for Eye shader (#5880) Update to HDRP Asset analytics (#6060) [HDPR] Update reference screenshots for Linux Vulkan Update 206_Motion_Vectors.png (#6046) Updated code owner for URP (#6052) [URP] Re-enable ios pbr tests #5983 Fix error when using gizmos with camera stack in editor #5913 emitting UI geometry for offscreen cameras too (case 1344969 fix) #5894 Remove deprecated UNITY_USE_NATIVE_HDR keyword from shader code. #5569 [XR][URP] Fix issue with vignette location in XR #5471 #5471
This PR fixes a regression introduced by an UI related fix introduced in this PR: #5894 While making sure that the bug fixed by that PR is still fixed, the new changes fix the additional draw calls issue. The handling of UI geometry for non Game cameras is now the same as HDRP, which makes the pipelines behaviour more consistent
Purpose of this PR
Fix for https://fogbugz.unity3d.com/f/cases/1344969/
Testing status
Comments to reviewers