)]}'
{
  "commit": "6f75d8b6cfb823825875d16df1ddb49474714d8e",
  "tree": "a87bc017612459a8fe8afe27d0a17cc02cf81169",
  "parents": [
    "7133704b2e0db3dfa04526ddb49579ad49bd7668"
  ],
  "author": {
    "name": "luigi-rosso",
    "email": "hello@rive.app",
    "time": "Wed Jan 31 17:28:21 2024 +0000"
  },
  "committer": {
    "name": "luigi-rosso",
    "email": "hello@rive.app",
    "time": "Wed Jan 31 17:28:21 2024 +0000"
  },
  "message": "Fix GL rendering with URP.\n\n@HayesGordon this basically boils down to making sure we use our new TextureHelper.Descriptor when generating a RenderTexture to ensure we\u0027re using the right internal GraphicsFormat. The RenderTexture takes a high-level format that Unity then tries to map to a compatible native one. We bypass that by explicitly setting which Texture Format we want, which we can tweak based on backend if necessary.\n\nDiffs\u003d\n353cf349b Fix GL rendering with URP. (#6535)\n\nCo-authored-by: Luigi Rosso \u003cluigi-rosso@users.noreply.github.com\u003e\n",
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