From de87021b53c56ae7cae34681bea4a6834497d896 Mon Sep 17 00:00:00 2001 From: MarshallW906 Date: Mon, 15 Apr 2024 01:36:07 +0800 Subject: [PATCH] change Renderer2D's depth stencil format to D24_UNorm_S8_UInt on Android --- .../Runtime/2D/Renderer2D.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs index c355c99490a..e064fbadcc8 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs @@ -6,7 +6,7 @@ namespace UnityEngine.Rendering.Universal { internal sealed partial class Renderer2D : ScriptableRenderer { - #if UNITY_SWITCH + #if UNITY_SWITCH || UNITY_ANDROID const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D24_UNorm_S8_UInt; internal const int k_DepthBufferBits = 24; #else @@ -126,7 +126,7 @@ protected override void Dispose(bool disposing) CoreUtils.Destroy(m_BlitMaterial); CoreUtils.Destroy(m_BlitHDRMaterial); CoreUtils.Destroy(m_SamplingMaterial); - + CleanupRenderGraphResources(); base.Dispose(disposing);