diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index 6dab0c38b27..1e6ea195e0f 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -940,6 +940,10 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re // Scene view camera should always resolve target (not stacked) m_FinalDepthCopyPass.Setup(m_DepthTexture, RenderTargetHandle.CameraTarget); m_FinalDepthCopyPass.MssaSamples = 0; + // Turning off unnecessary NRP in Editor because of MSAA mistmatch between CameraTargetDescriptor vs camera backbuffer + // NRP layer considers this being a pass with MSAA samples by checking CameraTargetDescriptor taken from RP asset + // while the camera backbuffer has a single sample + m_FinalDepthCopyPass.useNativeRenderPass = false; EnqueuePass(m_FinalDepthCopyPass); } #endif