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svc-reach-platform-supportEvergreen
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[Port] [6000.3] Fix issue with depth priming where intermediate textures are not requested when needing a depth copy
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Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs

Lines changed: 1 addition & 1 deletion
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@@ -615,7 +615,7 @@ internal override void OnRecordRenderGraph(RenderGraph renderGraph, ScriptableRe
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bool requirePrepass = requirePrepassForTextures || useDepthPriming;
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// Only use a depth format when we do a prepass directly the cameraDepthTexture. If we do depth priming (ie, prepass to the activeCameraDepth), we don't do a prepass to the texture. Instead, we do a copy from the primed attachment.
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bool prepassToCameraDepthTexture = requirePrepassForTextures && !usesDeferredLighting;
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bool prepassToCameraDepthTexture = requirePrepassForTextures && !usesDeferredLighting && !useDepthPriming;
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bool depthTextureIsDepthFormat = prepassToCameraDepthTexture;
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bool requireCopyFromDepth = requireDepthTexture && !prepassToCameraDepthTexture;
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