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Internal/2022.3/staging #8023
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Internal/2022.3/staging #8023
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…in runtime (UUM-56165) Backport of #41337. Fixes [UUM-56165](https://jira.unity3d.com/browse/UUM-56165).
Backport of #42134
…hange when the Scene is reloaded Fixes UUM-49000
Fixes [uum-14313](https://jira.unity3d.com/browse/UUM-14313)
Regular docs sync to main
Backport of https://github.cds.internal.unity3d.com/unity/unity/commit/720d3219c91d69e442a8c32a86e5497dc362c4e1 for [UUM-58478](https://jira.unity3d.com/browse/UUM-58478) NOTE: This fix was part of the following trunk fix: [32011](https://github.cds.internal.unity3d.com/unity/unity/pull/32011) Small fix to ensure that player doesn't fail on error; `Library\PackageCache\[email protected]\Runtime\XR\XRMirrorView.cs(3,19): error CS0234: The type or namespace name 'XR' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)` Bug: [UUM-58478](https://jira.unity3d.com/browse/UUM-58478) Backport: [UUM-60124](https://jira.unity3d.com/browse/UUM-60124)
Partial backport of https://github.cds.internal.unity3d.com/unity/unity/pull/25124 The backport fixes the sRGB conversion when PostProcessing is turned off (either globally or on the camera). In this case the `FinalBlit` path was used, which had no sRGB conversion in the blitting shaders. It also fixes debug views, which also not worked with PostProcessing turned off. The backport is needed for one of our customers (Stellantis) who reported that the screen is to dark when it is running on a device with a gamma space backbuffer. This was because the rendering path lacked a color conversion from the sRGB temp buffer to the backbuffer.
This is a backport of a change we have on trunk. No functional change until we add more .tar.zst files.
… Deferred Rendering (UUM-58537) Fixes UUM-58537. Sets up the StencilDeferred shader in the same way as is done in 2023 by splitting up the code in to a .hlsl file. Changes some multi compile declarations to defines.
It appears that you made a non-draft PR! |
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