{{ message }}
2021.2/universal/swapbuffer afterpostprocess#5545
Merged
ellioman merged 7 commits intoSep 10, 2021
Merged
Conversation
ellioman
approved these changes
Sep 7, 2021
ellioman
approved these changes
Sep 9, 2021
Contributor
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.

This is a backport of #4892
Purpose of this PR
Why is this PR needed, what hard problem is it solving/fixing?
ISSUE 1 (REGRESSION): The swapbuffer changes resulted in postProcessing to be done exclusively with MSAA targets when MSAA is enabled. The following changes make the swapbuffer system capable of turning on/off MSAA and thus revert the original behavior of the PostProcessingPass. (there was no fogbugz for this issue)
ISSUE 2: Before the swapbuffer changes users could use _AfterPostProcessTexture to access the color buffer after post processing. This PR binds the current color target to _AfterPostProcessTexture so people who used this will not notice any change.
ISSUE 3 (REGRESSIONS): Certain AA combinations + custom UI passes were not working together. https://fogbugz.unity3d.com/f/cases/1350653/ Fixed by making sure ScriptableRenderer knows what rt is currently set.