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Universal/runtime render pass #2719

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Merge branch 'master' into universal/runtimeRenderPass
  • Loading branch information
Nzollner committed Jan 12, 2021
commit 2ea9c18483f347cf435d8a1dc04ec00657820c0a
4 changes: 4 additions & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,7 @@ The version number for this package has increased due to a version update of a r
- Added 2D Renderer Asset Preset for creating a Universal Renderer Asset
- Added an option to use faster, but less accurate approximation functions when converting between the sRGB and Linear color spaces.
- Added screen space shadow as renderer feature
- Added [DisallowMultipleRendererFeature] attribute for Renderer Features.
- Added sample for render passes to show how to enqueue render passes at runtime.

### Changed
Expand Down Expand Up @@ -81,6 +82,9 @@ The version number for this package has increased due to a version update of a r
- Fixed Deferred renderer on some Android devices by forcing accurate GBuffer normals. [case 1288042]
- Fixed an issue where MSAA did not work in Editor Game View on Windows with Vulkan.
- Fixed issue where selecting and deselecting Forward Renderer asset would leak memory [case 1290628](https://issuetracker.unity3d.com/issues/urp-scriptablerendererfeatureeditor-memory-leak-while-interacting-with-forward-renderer-in-the-project-window)
- Fixed the default background color for previews to use the original color.
- Fixed an issue where having "Opaque Texture" and MSAA enabled would cause the opaque texture to be rendered black on old Apple GPUs [case 1247423](https://issuetracker.unity3d.com/issues/urp-metal-opaque-objects-are-rendered-black-when-msaa-is-enabled)
- Fixed SAMPLE_TEXTURECUBE_ARRAY_LOD macro when using OpenGL ES. [case 1285132](https://issuetracker.unity3d.com/issues/urp-android-error-sample-texturecube-array-lod-is-not-supported-on-gles-3-dot-0-when-using-cubemap-array-shader-shaders)
- Fixed an issue such that it is now posible to enqueue render passes at runtime.

## [10.2.0] - 2020-10-19
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