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Fixed fogbugz case 1303572 (Unity-Technologies#3103)
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thomas-zeng committed Mar 1, 2021
1 parent 700e101 commit e7bc918
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
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Expand Up @@ -46,6 +46,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed shadowCoord error when main light shadow defined in unlit shader graph [case 1175274](https://issuetracker.unity3d.com/issues/shadows-not-applying-when-using-file-in-a-custom-function-node-with-universal-rp)
- Removed Custom.meta which was causing warnings. [case 1314288](https://issuetracker.unity3d.com/issues/urp-warnings-about-missing-metadata-appear-after-installing)
- Fixed a case where shadow fade was clipped too early.
- Fixed an issue where bokeh dof is applied incorrectly when there is an overlay camera in the camera stack. [case 1303572](https://issuetracker.unity3d.com/issues/urp-bokeh-depth-of-field-is-applied-incorrectly-when-the-main-camera-has-an-overlay-camera-in-the-camera-stack)
- Fixed SafeNormalize returning invalid vector when using half with zero length. [case 1315956]
- Fixed lit shader property duplication issue. [case 1315032](https://issuetracker.unity3d.com/issues/shader-dot-propertytoid-returns-the-same-id-when-shaders-properties-have-the-same-name-but-different-type)
- Fixed undo issues for the additional light property on the UniversalRenderPipeline Asset. [case 1300367]
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Expand Up @@ -475,6 +475,8 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera

bool isStackedRendering = lastActiveOverlayCameraIndex != -1;

// Update volumeframework before initializing additional camera data
UpdateVolumeFramework(baseCamera, baseCameraAdditionalData);
InitializeCameraData(baseCamera, baseCameraAdditionalData, !isStackedRendering, out var baseCameraData);

#if ENABLE_VR && ENABLE_XR_MODULE
Expand Down Expand Up @@ -505,7 +507,6 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera
//It should be called before culling to prepare material. When there isn't any VisualEffect component, this method has no effect.
VFX.VFXManager.PrepareCamera(baseCamera);
#endif
UpdateVolumeFramework(baseCamera, baseCameraAdditionalData);
#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
if (asset.useAdaptivePerformance)
ApplyAdaptivePerformance(ref baseCameraData);
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