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Fix invalid viewport being set during post process pass when using Pixel Perfect Camera #6014

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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 @@ -18,6 +18,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- MaterialReimporter.ReimportAllMaterials now batches the asset database changes to improve performance.

### Fixed
- Fixed post processing with Pixel Perfect camera [case 1363763](https://issuetracker.unity3d.com/product/unity/issues/guid/1363763/)
- Fixed the LensFlare flicker with TAA on SceneView (case 1356734).
- Fixed an issue where Unlit and ParticlesUnlit shaders did not have HDR color selection for albedo [case 1283767](https://issuetracker.unity3d.com/issues/built-in-unlit-particle-shader-has-hdr-color-selection-for-albedo-urp-unlit-particles-do-not)
- Fixed a regression where ShaderGraph screen position was not correct in game view and when using XR [1369450]
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Expand Up @@ -187,7 +187,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
renderingData.cameraData.camera.orthographicSize = ppc.orthographicSize;

colorTextureFilterMode = FilterMode.Point;
ppcUpscaleRT = ppc.gridSnapping == PixelPerfectCamera.GridSnapping.UpscaleRenderTexture;
ppcUpscaleRT = ppc.gridSnapping == PixelPerfectCamera.GridSnapping.UpscaleRenderTexture || ppc.requiresUpscalePass;
}
}

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Expand Up @@ -593,7 +593,7 @@ void Swap(ref ScriptableRenderer r)
cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget);
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);

if ((m_Destination == RenderTargetHandle.CameraTarget && !m_UseSwapBuffer) || m_ResolveToScreen)
if ((m_Destination == RenderTargetHandle.CameraTarget && !m_UseSwapBuffer) || (m_ResolveToScreen && m_UseSwapBuffer))
cmd.SetViewport(cameraData.pixelRect);

cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_Materials.uber);
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