Live: register PostFilmRendererFeature in the URP renderer asset

The feature was added in a3a7b83 but never wired into
UMAUniversalRenderPipelineAsset_Renderer.asset, so its passes could not run at all. This
registers it, with _enableRendering left at 0 — the data layer (three tracks -> Layers) is
verified, but the vignette geometry is not: the shader that defines it ships in the app's own
resources.assets and is absent from all 499 shaders in the `shader` bundle, so drawing would
be a guess. Registering it now means enabling the flag is the only remaining step.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UzXXkLzVC8pNA3JjyUGMbq
This commit is contained in:
ritenseki
2026-08-07 13:09:17 +08:00
parent 546d8ef7ba
commit 390d715d42
@@ -1,5 +1,22 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &-278070046469036082
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 61d001d58c2e5434590aaca747d7b830, type: 3}
m_Name: PostFilmRendererFeature
m_EditorClassIdentifier:
m_Active: 1
_passEvent: 600
_enableRendering: 0
_vignetteWidth: 0.25
_vignetteStrength: 1
--- !u!114 &-53754397225917022
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -61,7 +78,8 @@ MonoBehaviour:
hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3}
m_RendererFeatures:
- {fileID: -53754397225917022}
m_RendererFeatureMap: a2e53b18a90641ff
- {fileID: -278070046469036082}
m_RendererFeatureMap: a2e53b18a90641ffce678919c41824fc
m_UseNativeRenderPass: 0
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}