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[PLAT-8404][UUM-72560][UUM-72565] Change default URP depth format to D24_S8 on embedded platforms
Changes the default depth format on the embedded platforms to D24_S8. D32_S8 causes issues on some devices and setting it as a default to D24_S8 is a more robust and sane default for our platforms. This also fixes rendering only a black screen on the NXP i.mx8 device on EmbeddedLinux and QNX with a URP test project.
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Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs

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@@ -6,7 +6,7 @@ namespace UnityEngine.Rendering.Universal
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{
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internal sealed partial class Renderer2D : ScriptableRenderer
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{
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#if UNITY_SWITCH
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#if UNITY_SWITCH || UNITY_EMBEDDED_LINUX || UNITY_QNX
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const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D24_UNorm_S8_UInt;
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internal const int k_DepthBufferBits = 24;
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#else

Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs

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@@ -39,7 +39,7 @@ public enum DepthPrimingMode
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/// </summary>
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public sealed partial class UniversalRenderer : ScriptableRenderer
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{
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#if UNITY_SWITCH || UNITY_ANDROID
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#if UNITY_SWITCH || UNITY_ANDROID || UNITY_EMBEDDED_LINUX || UNITY_QNX
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const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D24_UNorm_S8_UInt;
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const int k_DepthBufferBits = 24;
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#else

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