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Merge pull request Unity-Technologies#816 from Groovounet/v2
Initial Stadia platform support
2 parents 46ebac3 + e355dd3 commit 6e1c38c

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CHANGELOG.md

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@@ -6,6 +6,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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## [2.1.7] - 2019-XX-XX
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### Added
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- Initial Stadia platform support.
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### Fixed
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- Viewport handling wasn't working correctly when FXAA or SMAA were used with builtin pipelines.
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- Depth of Field could end up fully blurry depending on the project setup.

PostProcessing/Runtime/PostProcessLayer.cs

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namespace UnityEngine.Rendering.PostProcessing
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{
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#if UNITY_2017_2_OR_NEWER
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#if UNITY_2017_2_OR_NEWER && ENABLE_VR
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using XRSettings = UnityEngine.XR.XRSettings;
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#elif UNITY_5_6_OR_NEWER
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#elif UNITY_5_6_OR_NEWER && ENABLE_VR
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using XRSettings = UnityEngine.VR.VRSettings;
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#endif
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m_Camera.ResetProjectionMatrix();
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m_Camera.nonJitteredProjectionMatrix = m_Camera.projectionMatrix;
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#if !UNITY_SWITCH
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#if ENABLE_VR
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if (m_Camera.stereoEnabled)
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{
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m_Camera.ResetStereoProjectionMatrices();

PostProcessing/Runtime/PostProcessRenderContext.cs

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namespace UnityEngine.Rendering.PostProcessing
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{
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#if UNITY_2017_2_OR_NEWER
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#if UNITY_2017_2_OR_NEWER && ENABLE_VR
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using XRSettings = UnityEngine.XR.XRSettings;
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#elif UNITY_5_6_OR_NEWER
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#elif UNITY_5_6_OR_NEWER && ENABLE_VR
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using XRSettings = UnityEngine.VR.VRSettings;
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#endif
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PostProcessing/Runtime/Utils/RuntimeUtilities.cs

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@@ -781,7 +781,7 @@ public static bool isSinglePassStereoEnabled
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{
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#if UNITY_EDITOR
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return isSinglePassStereoSelected && Application.isPlaying;
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#elif UNITY_SWITCH
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#elif !ENABLE_VR
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return false;
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#elif UNITY_2017_2_OR_NEWER
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return UnityEngine.XR.XRSettings.eyeTextureDesc.vrUsage == VRTextureUsage.TwoEyes;
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{
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#if UNITY_EDITOR
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return UnityEditor.PlayerSettings.virtualRealitySupported;
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#elif UNITY_XBOXONE || UNITY_SWITCH
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#elif UNITY_XBOXONE || !ENABLE_VR
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return false;
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#elif UNITY_2017_2_OR_NEWER
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return UnityEngine.XR.XRSettings.enabled;

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