@@ -232,7 +232,7 @@ void InitLegacy()
232232 m_Camera . AddCommandBuffer ( CameraEvent . BeforeLighting , m_LegacyCmdBufferBeforeLighting ) ;
233233 m_Camera . AddCommandBuffer ( CameraEvent . BeforeImageEffectsOpaque , m_LegacyCmdBufferOpaque ) ;
234234 m_Camera . AddCommandBuffer ( CameraEvent . BeforeImageEffects , m_LegacyCmdBuffer ) ;
235-
235+
236236 // Internal context used if no SRP is set
237237 m_CurrentContext = new PostProcessRenderContext ( ) ;
238238 }
@@ -397,7 +397,11 @@ void OnPreCull()
397397 // and use LoadAction.DontCare freely, which will ruin the RT if we are using viewport.
398398 // It should actually check for having tiled architecture but this is not exposed to script,
399399 // so we are checking for mobile as a good substitute
400+ #if UNITY_2019_3_OR_NEWER
401+ if ( SystemInfo . usesLoadStoreActions )
402+ #else
400403 if ( Application . isMobilePlatform )
404+ #endif
401405 {
402406 Rect r = m_Camera . rect ;
403407 if ( Mathf . Abs ( r . x ) > 1e-6f || Mathf . Abs ( r . y ) > 1e-6f || Mathf . Abs ( 1.0f - r . width ) > 1e-6f || Mathf . Abs ( 1.0f - r . height ) > 1e-6f )
@@ -450,7 +454,7 @@ static bool RequiresInitialBlit(Camera camera, PostProcessRenderContext context)
450454 return true ;
451455 if ( RuntimeUtilities . scriptableRenderPipelineActive ) // Should never be called from SRP
452456 return true ;
453-
457+
454458 return false ;
455459#else
456460 return true ;
@@ -561,7 +565,7 @@ void BuildCommandBuffers()
561565 cmd . BuiltinBlit ( context . source , context . destination , RuntimeUtilities . copyStdMaterial , stopNaNPropagation ? 1 : 0 ) ;
562566 UpdateSrcDstForOpaqueOnly ( ref srcTarget , ref dstTarget , context , cameraTarget , opaqueOnlyEffects ) ;
563567 }
564-
568+
565569 if ( isScreenSpaceReflectionsActive )
566570 {
567571 ssrRenderer . Render ( context ) ;
@@ -581,7 +585,7 @@ void BuildCommandBuffers()
581585
582586 cmd . ReleaseTemporaryRT ( srcTarget ) ;
583587 }
584-
588+
585589 // Post-transparency stack
586590 int tempRt = - 1 ;
587591 bool forceNanKillPass = ( ! m_NaNKilled && stopNaNPropagation && RuntimeUtilities . isFloatingPointFormat ( sourceFormat ) ) ;
@@ -614,7 +618,7 @@ void BuildCommandBuffers()
614618 context . flip = true ;
615619 context . destination = Display . main . colorBuffer ;
616620 }
617- }
621+ }
618622#endif
619623
620624 context . command = m_LegacyCmdBuffer ;
@@ -635,9 +639,9 @@ void OnPostRender()
635639 {
636640#if UNITY_2018_2_OR_NEWER
637641 // TAA calls SetProjectionMatrix so if the camera projection mode was physical, it gets set to explicit. So we set it back to physical.
638- if ( m_CurrentContext . physicalCamera )
642+ if ( m_CurrentContext . physicalCamera )
639643 m_Camera . usePhysicalProperties = true ;
640- else
644+ else
641645#endif
642646 m_Camera . ResetProjectionMatrix ( ) ;
643647
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