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[Backport 7.x.x] Updated raytracing async compute warning. (#304)
* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -63,6 +63,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled).
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- Fixed depth prepass and postpass being disabled after changing the shader in the material UI.
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- Fixed a performance issue with stochastic ray traced area shadows.
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- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.
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### Changed
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- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.

com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs

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@@ -105,8 +105,11 @@ internal static CED.IDrawer InspectorInnerbox(bool withOverride = true) => CED.G
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RenderPipelineSettings hdrpSettings = GetHDRPAssetFor(owner).currentPlatformRenderPipelineSettings;
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if (hdrpSettings.supportRayTracing)
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{
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if (serialized.IsEnabled(FrameSettingsField.AsyncCompute) ?? false)
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EditorGUILayout.HelpBox("With Raytracing, the Asynchronous Execution will be forced to false", MessageType.Warning);
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bool rtEffectUseAsync = (serialized.IsEnabled(FrameSettingsField.SSRAsync) ?? false) || (serialized.IsEnabled(FrameSettingsField.SSAOAsync) ?? false)
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//|| (serialized.IsEnabled(FrameSettingsField.ContactShadowsAsync) ?? false) // Contact shadow async is not visible in the UI for now and defaults to true.
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;
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if (rtEffectUseAsync)
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EditorGUILayout.HelpBox("Asynchronous execution of Raytracing effects is not supported. Asynchronous Execution will be forced to false for them", MessageType.Warning);
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}
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}));
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