diff --git a/Assets/HighlightPlus/Pipelines/URP/HighlightPlusRenderPassFeature.cs b/Assets/HighlightPlus/Pipelines/URP/HighlightPlusRenderPassFeature.cs index 5206e462..7f8f4e48 100644 --- a/Assets/HighlightPlus/Pipelines/URP/HighlightPlusRenderPassFeature.cs +++ b/Assets/HighlightPlus/Pipelines/URP/HighlightPlusRenderPassFeature.cs @@ -165,10 +165,10 @@ namespace HighlightPlus { // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { #if UNITY_2019_4_OR_NEWER - if (renderingData.cameraData.renderType == CameraRenderType.Base) { - Camera cam = renderingData.cameraData.camera; - renderPass.usesCameraOverlay = cam.GetUniversalAdditionalCameraData().cameraStack.Count > 0; - } + //if (renderingData.cameraData.renderType == CameraRenderType.Base) { + // Camera cam = renderingData.cameraData.camera; + // renderPass.usesCameraOverlay = cam.GetUniversalAdditionalCameraData().cameraStack.Count > 0; + //} #endif renderPass.Setup(this, renderer); renderer.EnqueuePass(renderPass);