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sebastienlagardeFrancescoC-unityJordanL8JulienIgnace-Unityadrien-de-tocqueville
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Merge 8.x.x/hd/staging (#2652)
* Fix for potentially corrupted refraction result on xbox #1699 * Update HDRenderPipeline.LookDev.cs (#1740) * Update Layered-Lit-Shader #1766 * Fix for assertion on undoing a mod of diffuse profile list with volume profile deleted #1769 * Fixed two issues with sky static lighting. #1775 * Better tooltip for exposure weight on emission fields. #1821 * Fix rendering of custom passes in the Custom Pass Volume inspector #1824 * Updated the implementation details for pb sky (#1872) * Fixed typo in TextureCache2D.cs (#1896) * Add disclaimer about object motion vectors not working in the scene view (#1900) * Update Render-Pipeline-Debug-Window.md * Update Render-Pipeline-Debug-Window.md * Fix double addition to sorted volume lists #1916 * Fix issues with bloom sampling outside #1930 * fix case 1244430 removing camera comp from prefab #1953 * Fix nan in the pbr sky #1983 * [HDRP][LookDev] Ensure stylesheet are loaded before applying them on Domain Reload #1985 * Fix Custom Post Process affecting preview cameras #1988 * Fix box light disappearing when range is below 1 and no range attenuation #1989 * Fix matcap preferences serialization issue #2013 * [Backport 8.x.x] Fixed error Maximum allowed thread group count is 65535 when resolution is very high (#2623) * [10.x.x] Axf: add normal gradients and all mapping modes (uv, planar, triplanar) #583 * [10.x.x] Axf fix shininess exp to roughness, ssr transparent and alpha test #587 * Update Light-Component.md (#682) * push meta * removed undesired change in AXF * Fix transparent movec scene view #698 * Porting console fixes to staging (#699) * Update HDRP-Camera.md (#706) * Pre warm RT Handle system so that reallocations are reduced. #713 * Update PlanarReflectionProbeCache.cs * Update preview naming in raytrace component #753 * Workaround for GetKernelThreadGroupSizes returning wrong data #760 * Sanitize transparent motion vectors setting #761 * Standard terrain upgrader (#762) * Update Reflection-Probe (#790) * Update Reflection-Probe.md * Update Reflection-Probe.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix reflection probe framesettings override #796 * Force post process parent setting to be before child settings #799 * Fixed 1253367 by rebaking probe with missing baked texture. #818 * Fix issue with blocky artifacts when decals affecting metallic are applied on specular color workflow #823 * Fixed blend distance editing (1248931) #838 * Fix API breaking change: Add Public quality to Raytracing volume effect * Fix API breaking change: Add Public quality to Raytracing volume effect - RR * Update HDR information. Also updated format and links. (#853) * Fix message for metal and ao (#859) * d Fix issue with the blue line of prefab modifications for Volume mode #860 * Recompute FOV when generating PixelCoord To WorldSpace View Direction Matrix #865 * Upgrade default legacy terrain to HDRP default TerrainLit (#883) * Editing volumes via script doc (#884) * Added Volumes API doc * Update Volumes-API.md * Changed terminology back to Volume Override * Added terminology disclaimer * Update HDRenderPipeline.cs (#994) * Delete 9713_VirtualTexturing.meta * Fix SSAO with double sided material and normal mode to none #1043 * Fix emissive mesh layer mask behaviour #1062 * Use the wide mode to force the UI drawing on a single line (1251235) #1064 * Fix custom pass after post process buffer #1072 * Fix for area light baked data not updating when changing the gizmo #1075 * Fixed an error when switch area light shape to disk while an emissive… #1112 * Have the PBR Sky not render black when below horizon #1116 * Find the appropriate default frame settings per editor (case 1247631) #1129 * Fix taaFrameIndex and restore TAA tests for XR #534 * fix typo in the Render Pipeline Wizard #1037 * Add light layer on indirect lighting controller #777 * [8.x.x Backport] Fix exposure white flash when enabling SSR (#842) * fix white flash * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [8.x.x Backport] Fix transparent/opaque motion vector inconsistencies by allowing camera-only transparent motion vectors (#837) * port * changelog * Update HDRenderPipeline.cs Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [8.x.x Backport] Fix depth pyramid issues with dynamic resolution (#847) * Port * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Backport 8.x.x] Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. (#1105) * Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. * Fixed issue when using Custom * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Backport 8.x.x] Fixed Look Dev with Light Theme (#1106) * Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity. # Conflicts: # com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Backport 8.x.x] Fixed decal duplication when editing a prefab in context (#1107) * Implemented proper culling for decals when used in prefabs and edited in context. * Compilation fix * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix API breaking change in indirect controller * Fix area light gizmo not updating engine side light v2 #1156 * Add missing ClothObj. * HDRP: Default indirect Lighting controller Layers to Everything to ease the migration * Update HDRenderPipelineResources.asset * Fixed logic of test on presence of HDRP asset that would wrongly trigger (#824) a warning message when not in batch mode. * Rename h to hlsl * Update cas include paths (#1227) * Fix XR single-pass macros in tessellation shaders #1160 * Hdrp/fix hierarchicalbox gizmo symetry and homothety mode ensuring face faces outside #1228 * [8.x.x backport] Fix issues with history sampling and hw dynamic res (#1777) * Fix TAA dynamic res issue * Changelog * [Backport 8.x.x] Fixed an issue where look dev lighting would go black when a new scene is loaded. (#1322) * Fixed an issue where look dev lighting would go black when a new scene is loaded. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix * Changelog Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> * Update Feature-Comparison.md (#2111) * Update Feature-Comparison.md Changed Feature compatabilitty with AR Foundation from "No" to "Yes" * Update Feature-Comparison.md HDRP compatability with AR Foundation changed to "No". * Remove XRSystemTests #2241 * HDRP - Fix XR shadows culling #2263 * Fix volument component creation via script #2369 * Adding support for CloudRendering to HDRP #2436 * Fix light resolution scalable settings in the Light Explorer #2470 * [HDRP] Fix issue when changing FoV with the physical camera fold-out closed #2570 * [Backport 8.x.x] Fix issue with previous frame exposure texture being not null, but containing garbage (#2621) * [10.x.x] Axf: add normal gradients and all mapping modes (uv, planar, triplanar) #583 * [10.x.x] Axf fix shininess exp to roughness, ssr transparent and alpha test #587 * Update Light-Component.md (#682) * push meta * removed undesired change in AXF * Fix transparent movec scene view #698 * Porting console fixes to staging (#699) * Update HDRP-Camera.md (#706) * Pre warm RT Handle system so that reallocations are reduced. #713 * Update PlanarReflectionProbeCache.cs * Update preview naming in raytrace component #753 * Workaround for GetKernelThreadGroupSizes returning wrong data #760 * Sanitize transparent motion vectors setting #761 * Standard terrain upgrader (#762) * Update Reflection-Probe (#790) * Update Reflection-Probe.md * Update Reflection-Probe.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix reflection probe framesettings override #796 * Force post process parent setting to be before child settings #799 * Fixed 1253367 by rebaking probe with missing baked texture. #818 * Fix issue with blocky artifacts when decals affecting metallic are applied on specular color workflow #823 * Fixed blend distance editing (1248931) #838 * Fix API breaking change: Add Public quality to Raytracing volume effect * Fix API breaking change: Add Public quality to Raytracing volume effect - RR * Update HDR information. Also updated format and links. (#853) * Fix message for metal and ao (#859) * d Fix issue with the blue line of prefab modifications for Volume mode #860 * Recompute FOV when generating PixelCoord To WorldSpace View Direction Matrix #865 * Upgrade default legacy terrain to HDRP default TerrainLit (#883) * Editing volumes via script doc (#884) * Added Volumes API doc * Update Volumes-API.md * Changed terminology back to Volume Override * Added terminology disclaimer * Update HDRenderPipeline.cs (#994) * Delete 9713_VirtualTexturing.meta * Fix SSAO with double sided material and normal mode to none #1043 * Fix emissive mesh layer mask behaviour #1062 * Use the wide mode to force the UI drawing on a single line (1251235) #1064 * Fix custom pass after post process buffer #1072 * Fix for area light baked data not updating when changing the gizmo #1075 * Fixed an error when switch area light shape to disk while an emissive… #1112 * Have the PBR Sky not render black when below horizon #1116 * Find the appropriate default frame settings per editor (case 1247631) #1129 * Fix taaFrameIndex and restore TAA tests for XR #534 * fix typo in the Render Pipeline Wizard #1037 * Add light layer on indirect lighting controller #777 * [8.x.x Backport] Fix exposure white flash when enabling SSR (#842) * fix white flash * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [8.x.x Backport] Fix transparent/opaque motion vector inconsistencies by allowing camera-only transparent motion vectors (#837) * port * changelog * Update HDRenderPipeline.cs Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [8.x.x Backport] Fix depth pyramid issues with dynamic resolution (#847) * Port * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Backport 8.x.x] Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. (#1105) * Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. * Fixed issue when using Custom * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Backport 8.x.x] Fixed Look Dev with Light Theme (#1106) * Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity. # Conflicts: # com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Backport 8.x.x] Fixed decal duplication when editing a prefab in context (#1107) * Implemented proper culling for decals when used in prefabs and edited in context. * Compilation fix * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix API breaking change in indirect controller * Fix area light gizmo not updating engine side light v2 #1156 * Add missing ClothObj. * HDRP: Default indirect Lighting controller Layers to Everything to ease the migration * Update HDRenderPipelineResources.asset * Fixed logic of test on presence of HDRP asset that would wrongly trigger (#824) a warning message when not in batch mode. * Rename h to hlsl * Update cas include paths (#1227) * Fix XR single-pass macros in tessellation shaders #1160 * Hdrp/fix hierarchicalbox gizmo symetry and homothety mode ensuring face faces outside #1228 * [8.x.x backport] Fix issues with history sampling and hw dynamic res (#1777) * Fix TAA dynamic res issue * Changelog * [Backport 8.x.x] Fixed an issue where look dev lighting would go black when a new scene is loaded. (#1322) * Fixed an issue where look dev lighting would go black when a new scene is loaded. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix * Changelog Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> * Added a warning when trying to bake with static lighting being in an invalid state. #2597 * Fix volumetric fog nan #2174 * Fixed a null ref in the volume component list when there is no volume components in the project #1282 Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Martin Thorzen <35328557+martint-unity@users.noreply.github.com> Co-authored-by: jenniferd-unity <71718938+jenniferd-unity@users.noreply.github.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Vic-Cooper <63712500+Vic-Cooper@users.noreply.github.com> Co-authored-by: Andrew Spiering <aspiering@gmail.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
1 parent 8224561 commit 545ef23

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-187
lines changed

com.unity.render-pipelines.core/Editor/FilterWindow.cs

Lines changed: 5 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -455,8 +455,11 @@ void HandleKeyboard()
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if (evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.KeypadEnter)
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{
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GoToChild(m_ActiveElement, true);
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evt.Use();
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if (m_ActiveElement != null)
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{
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GoToChild(m_ActiveElement, true);
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evt.Use();
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}
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}
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// Do these if we're not in search mode

com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs

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@@ -216,24 +216,48 @@ event Action IViewDisplayer.OnUpdateRequested
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StyleSheet styleSheet = null;
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StyleSheet styleSheetLight = null;
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void OnEnable()
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void ReloadStyleSheets()
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{
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//Stylesheet
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// Try to load stylesheet. Timing can be odd while upgrading packages (case 1219692).
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// In this case, it will be fixed in OnGUI. Though it can spawn error while reimporting assets.
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// Waiting for filter on stylesheet (case 1228706) to remove last error.
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if (styleSheet == null || styleSheet.Equals(null))
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if(styleSheet == null || styleSheet.Equals(null))
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{
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styleSheet = AssetDatabase.LoadAssetAtPath<StyleSheet>(Style.k_uss);
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if (styleSheet != null && !styleSheet.Equals(null))
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rootVisualElement.styleSheets.Add(styleSheet);
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if(styleSheet == null || styleSheet.Equals(null))
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{
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//Debug.LogWarning("[LookDev] Could not load Stylesheet.");
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return;
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}
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}
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if (!EditorGUIUtility.isProSkin && styleSheetLight != null && !styleSheetLight.Equals(null))
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if(!rootVisualElement.styleSheets.Contains(styleSheet))
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rootVisualElement.styleSheets.Add(styleSheet);
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//Additively load Light Skin
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if(!EditorGUIUtility.isProSkin)
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{
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styleSheetLight = AssetDatabase.LoadAssetAtPath<StyleSheet>(Style.k_uss_personal_overload);
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if (styleSheetLight != null && !styleSheetLight.Equals(null))
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if(styleSheetLight == null || styleSheetLight.Equals(null))
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{
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styleSheetLight = AssetDatabase.LoadAssetAtPath<StyleSheet>(Style.k_uss_personal_overload);
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if(styleSheetLight == null || styleSheetLight.Equals(null))
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{
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//Debug.LogWarning("[LookDev] Could not load Light skin.");
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return;
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}
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}
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if(!rootVisualElement.styleSheets.Contains(styleSheetLight))
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rootVisualElement.styleSheets.Add(styleSheetLight);
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}
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}
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void OnEnable()
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{
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//Stylesheet
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// Try to load stylesheet. Timing can be odd while upgrading packages (case 1219692).
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// In this case, it will be fixed in OnGUI. Though it can spawn error while reimporting assets.
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// Waiting for filter on stylesheet (case 1228706) to remove last error.
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// On Editor Skin change, OnEnable is called and stylesheets need to be reloaded (case 1278802).
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if(EditorApplication.isUpdating)
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ReloadStyleSheets();
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//Call the open function to configure LookDev
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// in case the window where open when last editor session finished.
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// rootVisualElement.styleSheets.Add(styleSheetLight);
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//}
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}
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else
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{
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//deal with missing style when domain reload...
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if (!rootVisualElement.styleSheets.Contains(styleSheet))
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rootVisualElement.styleSheets.Add(styleSheet);
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if (!EditorGUIUtility.isProSkin && !rootVisualElement.styleSheets.Contains(styleSheetLight))
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rootVisualElement.styleSheets.Add(styleSheetLight);
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}
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if(EditorApplication.isUpdating)
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return;
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//deal with missing style on domain reload...
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ReloadStyleSheets();
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// [case 1245086] Guard in case the SRP asset is set to null (or to a not supported SRP) when the lookdev window is already open
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// Note: After an editor reload, we might get a null OnUpdateRequestedInternal and null SRP for a couple of frames, hence the check.

com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs

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@@ -119,8 +119,14 @@ void OnUndoRedoPerformed()
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// Dumb hack to make sure the serialized object is up to date on undo (else there'll be
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// a state mismatch when this class is used in a GameObject inspector).
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m_SerializedObject.Update();
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m_SerializedObject.ApplyModifiedProperties();
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if (m_SerializedObject != null
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&& !m_SerializedObject.Equals(null)
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&& m_SerializedObject.targetObject != null
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&& !m_SerializedObject.targetObject.Equals(null))
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{
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m_SerializedObject.Update();
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m_SerializedObject.ApplyModifiedProperties();
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}
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// Seems like there's an issue with the inspector not repainting after some undo events
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// This will take care of that

com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs

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Original file line numberDiff line numberDiff line change
@@ -124,7 +124,8 @@ public void Register(Volume volume, int layer)
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// Look for existing cached layer masks and add it there if needed
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foreach (var kvp in m_SortedVolumes)
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{
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if ((kvp.Key & (1 << layer)) != 0)
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// We add the volume to sorted lists only if the layer match and if it doesn't contain the volume already.
128+
if ((kvp.Key & (1 << layer)) != 0 && !kvp.Value.Contains(volume))
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kvp.Value.Add(volume);
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}
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com.unity.render-pipelines.core/Runtime/Volume/VolumeProfile.cs

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Original file line numberDiff line numberDiff line change
@@ -75,6 +75,10 @@ public VolumeComponent Add(Type type, bool overrides = false)
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throw new InvalidOperationException("Component already exists in the volume");
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var component = (VolumeComponent)CreateInstance(type);
78+
#if UNITY_EDITOR
79+
component.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
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component.name = type.Name;
81+
#endif
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component.SetAllOverridesTo(overrides);
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components.Add(component);
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isDirty = true;

com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -6,6 +6,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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## [8.3.1] - 2020-07-23
88

9+
### Added
10+
- Added a warning when trying to bake with static lighting being in an invalid state.
11+
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### Fixed
1013
- Fixed issue in Material Postprocess which may fail due to empty SubAsset.
1114
- Fixed a null ref exception when baking reflection probes.
@@ -25,10 +28,33 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
2528
- Fixed "Screen position out of view frustum" error when camera is at exactly the planar reflection probe location.
2629
- Fixed issue with diffusion profile not being updated upon reset of the editor.
2730
- Fixed Amplitude -> Min/Max parametrization conversion
31+
- Fixed an issue that lead to corrupted refraction in some scenarios on xbox.
32+
- Fixed issue when undoing a change in diffuse profile list after deleting the volume profile.
33+
- Fixed a static lighting flickering issue caused by having an active planar probe in the scene while rendering inspector preview.
34+
- Fixed an issue where even when set to OnDemand, the sky lighting would still be updated when changing sky parameters.
35+
- Fixed SSS materials appearing black in matcap mode.
36+
- Fixed rendering of custom passes in the Custom Pass Volume inspector
37+
- Fixed issue with volume manager trying to access a null volume.
38+
- Fixed issue with bloom showing a thin black line after rescaling window.
39+
- Fixed an issue that caused a null reference when deleting camera component in a prefab. (case 1244430)
40+
- Fixed nan in pbr sky
41+
- Fixed Light skin not properly applied on the LookDev when switching from Dark Skin (case 1278802)
42+
- Fixed Custom Post Processes affecting preview cameras.
43+
- Fixed issue with box light not visible if range is below one and range attenuation is off.
44+
- Fixed serialization issue with matcap scale intensity.
45+
- Fixed error Maximum allowed thread group count is 65535 when resolution is very high.
46+
- Fixed XR shadows culling
47+
- Fixed volument component creation via script.
48+
- Fixed shadow resolution settings level in the light explorer.
49+
- Fixed issue when changing FoV with the physical camera fold-out closed.
50+
- Fixed issue with exposure history being uninitialized on second frame.
51+
- Fixed nan in reflection probe when volumetric fog filtering is enabled, causing the whole probe to be invalid.
52+
- Fixed a null ref in the volume component list when there is no volume components in the project.
2853

2954
### Changed
3055
- Remove MSAA debug mode when renderpipeline asset has no MSAA
3156
- Reduced the number of global keyword used in deferredTile.shader
57+
- Removed XRSystemTests. The GC verification is now done during playmode tests (case 1285012).
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## [8.2.0] - 2020-07-08
3460

com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md

Lines changed: 1 addition & 1 deletion
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@@ -365,7 +365,7 @@ The tables that follow provide an overview of the **Features** that the High Def
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| **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** |
367367
| ------------- | ------------------------ | ------------------------------- |
368-
| AR Foundation | No | No |
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| AR Foundation | Yes | No |
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## Debug
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com.unity.render-pipelines.high-definition/Documentation~/Layered-Lit-Shader.md

Lines changed: 6 additions & 6 deletions
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@@ -90,19 +90,19 @@ Unity exposes up to four Material layers for you to use in your Layered Material
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| **Smoothness Remapping** | Use this min-max slider to remap the smoothness values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.<br />This property only appears when you assign a **Mask Map**. |
9191
| **Ambient Occlusion Remapping** | Use this min-max slider to remap the ambient occlusion values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.<br />This property only appears when you assign a **Mask Map**. |
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| **Mask Map** | Assign a [channel-packed Texture](Glossary.html#ChannelPacking) with the following Material maps in its RGBA channels.<br />&#8226; **Red**: Stores the metallic map. <br />&#8226; **Green**: Stores the ambient occlusion map.<br />&#8226; **Blue**: Stores the detail mask map.<br />&#8226; **Alpha**: Stores the smoothness map.<br />For more information on channel-packed Textures and the mask map, see [mask map](Mask-Map-and-Detail-Map.html#MaskMap). |
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| **Normal Map Space** | Use this drop-down to select the type of Normal Map space that this Material uses.**TangentSpace**: Defines the normal map in UV space; use this to tile a Texture on a Mesh. The normal map Texture must be BC7, BC5, or DXT5nm format. **ObjectSpace**: Defines the normal maps in world space. Use this for planar-mapping objects like the terrain. The normal map must be an RGB Texture . |
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| **Normal Map Space** | Use this drop-down to select the type of Normal Map space that this Material uses.<br />&#8226; **TangentSpace**: Defines the normal map in UV space; use this to tile a Texture on a Mesh. The normal map Texture must be BC7, BC5, or DXT5nm format.<br />&#8226; **ObjectSpace**: Defines the normal maps in world space. Use this for planar-mapping objects like the terrain. The normal map must be an RGB Texture . |
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| **Normal Map** | Assign a Texture that defines the normal map for this Material in tangent space. Use the slider to modulate the normal intensity between 0 and 8.<br />This property only appears when you select **TangentSpace** from the **Normal Map Space** drop-down. |
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| **Normal Map OS** | Assign a Texture that defines the object space normal map for this Material. Use the handle to modulate the normal intensity between 0 and 8.<br />This property only appears when you select **ObjectSpace** from the **Normal Map Space** drop-down. |
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| **Bent Normal Map** | Assign a Texture that defines the bent normal map for this Material in tangent space. HDRP uses bent normal maps to simulate more accurate ambient occlusion. Note: Bent normal maps only work with diffuse lighting.<br />This property only appears when you select **TangentSpace** from the **Normal Map Space** drop-down.. |
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| **Bent Normal Map OS** | Assign a Texture that defines the bent normal map for this Material in object space. HDRP uses bent normal maps to simulate more accurate ambient occlusion. Note: Bent normal maps only work with diffuse lighting.<br />This property only appears when you select **ObjectSpace** from the **Normal Map Space** drop-down. |
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| **Height Map** | Assign a Texture that defines the heightmap for this Material. Unity uses this map to blend this layer. |
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| **- Parametrization** | Use the drop-down to select the parametrization method for the to use for the **Height Map**.**Min/Max**: HDRP compares the **Min** and **Max** value to calculate the peak, trough, and base position of the heightmap. If the **Min** is -1 and the **Max** is 3, then the base is at the Texture value 0.25. This uses the full range of the heightmap.**Amplitude**: Allows you to manually set the amplitude and base position of the heightmap. This uses the full range of the heightmap. |
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| **- Parametrization** | Use the drop-down to select the parametrization method for the to use for the **Height Map**.<br />&#8226; **Min/Max**: HDRP compares the **Min** and **Max** value to calculate the peak, trough, and base position of the heightmap. If the **Min** is -1 and the **Max** is 3, then the base is at the Texture value 0.25. This uses the full range of the heightmap.<br />&#8226; **Amplitude**: Allows you to manually set the amplitude and base position of the heightmap. This uses the full range of the heightmap. In this mode, **Amplitude** sets the range of values and **Base** defines how far through the range the zero value (base) is. For example, if **Amplitude** is 100 and **Base** is 0.5 (the default value), the minimum value is -50 and the maximum value if 50. If you then set **Base** to 0, the minimum value becomes 0 and the maximum value becomes 100. |
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| **- Min** | Set the minimum value in the **Height Map**. |
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| **- Max** | Set the maximum value in the **Height Map**. |
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| **- Offset** | Set the offset that HDRP applies to the **Height Map**. |
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| **- Amplitude** | Set the amplitude of the **Height Map**. |
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| **- Base** | Use the slider to set the base for the **Height Map**. |
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| **Base UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses to map Textures to this Material’s surface.Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.**Planar:** A planar projection from top to bottom. **Triplanar**: A planar projection in three directions:X-axis: Left to rightY-axis: Top to bottomZ-axis: Front to back Unity blends these three projections together to produce the final result. |
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| **- Amplitude** | Set the amplitude of the **Height Map**. This is the range of values the height map represents. |
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| **- Base** | Use the slider to set the base for the **Height Map**. This is the value of the level 0 in the height map. If you set this to 0.5 and set **Amplitude** to 100, the minimum value is -50 and the maximum value is 50. |
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| **Base UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses to map Textures to this Material’s surface.<br />&#8226; Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.<br />&#8226; **Planar:** A planar projection from top to bottom.<br />&#8226; **Triplanar**: A planar projection in three directions:X-axis: Left to rightY-axis: Top to bottomZ-axis: Front to back Unity blends these three projections together to produce the final result. |
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| **Tiling** | Set an **X** and **Y** UV tile rate for all of the Textures in the **Surface Inputs** section. HDRP uses the **X** and **Y** values to tile these Textures across the Material’s surface, in object space. |
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| **Offset** | Set an **X** and **Y** UV offset for all of the Textures in the **Surface Inputs** section. HDRP uses the **X** and **Y** values to offset these Textures across the Material’s surface, in object. |
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@@ -128,7 +128,7 @@ Unity exposes up to four Material layers for you to use in your Layered Material
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| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.• **Planar:** A planar projection from top to bottom.• **Triplanar**: A planar projection in three directions:X-axis: Left to rightY-axis: Top to bottomZ-axis: Front to back Unity blends these three projections together to produce the final result. |
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| **- Tiling** | Set an **X** and **Y** tile rate for the **Emission Map** UV. HDRP uses the **X** and **Y** values to tile the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
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| **- Offset** | Set an **X** and **Y** offset for the **Emission Map** UV. HDRP uses the **X** and **Y** values to offset the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
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| **Emission Intensity** | Set the overall strength of the emission effect for this Material.Use the drop-down to select one of the following [physical light units](Physical-Light-Units.html) to use for intensity:[Nits](Physical-Light-Units.html#Nits)[EV<sub>100</sub>](Physical-Light-Units.html#EV) |
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| **Emission Intensity** | Set the overall strength of the emission effect for this Material.Use the drop-down to select one of the following [physical light units](Physical-Light-Units.md) to use for intensity:<br />&#8226; [Nits](Physical-Light-Units.md#Nits)<br />&#8226; [EV<sub>100</sub>](Physical-Light-Units.md#EV) |
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| **Exposure Weight** | Use the slider to set how much effect the exposure has on the emission power. For example, if you create a neon tube, you would want to apply the emissive glow effect at every exposure. |
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| **Emission Multiply with Base** | Enable the checkbox to make HDRP use the base color of the Material when it calculates the final color of the emission. When enabled, HDRP multiplies the emission color by the base color to calculate the final emission color. |
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| **Emission** | Toggles whether emission affects global illumination. |

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