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Fixed a null ref in the volume component list when there is no volume components in the project #1282
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Looks good. Testing explained and should be sufficient. Approving without re-checking.
… and spot ray traced shadows (1261040). (#1285) * Modify scene for better stability (#1120) * Fix area light gizmo not updating engine side light v2 (#1156) * Update base light area size. * changelog * Better change. * revert whitespace * Make the change editor only. * Updated doc. (#1152) * Address decal layer documentation feedback (#1157) * Update Decal-Projector.md * update doc based on feedback * Hdrp/docs/upgrading to 2020.2 (#1170) * Update Upgrading-from-2020.1-to-2020.2.md * Update Upgrading-from-2020.1-to-2020.2.md * HDRP - Shutter speed can now be changed by dragging the mouse over the UI label (#1110) * Shutter speed can now change by dragging over the label * Changelog * Typo Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix API breaking change: Add Public quality to Raytracing volume effect - RR * ix API breaking change: Add Public quality to Raytracing volume effect - RR * Add 3 tests in HDRP_Test for 1709_DecalLayers for deferred, forward and forwardMSAA (#1138) * add 1709 test * More decal test * Update 1709_DecalLayer.unity * fix material * Update test * update test * Add 3 new test forward, forward MSAA and deferred * add the 3 test in build settings * Add reference screenshots for windows * update reference screenshots * disabe 1709 with rendergraph * Fixed creation of Decal Buffer (should not have been bindMS) * Fixed missing read causing copy depth pass to be pruned * Fixed clear color of decal prepass buffer * Re-enabled tests 1709 1710 and change order to workaround resolution issue when running tests with temporal. Co-authored-by: Julien Ignace <julien@unity3d.com> * Added what's new page and relevant images (#1154) * Added what's new page and relevant images * Update whats-new-10-0.md * Added decal layers and eye shader graph Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update what's new * Fix Material Creation RenderQueue setup + Fix AXF GUI (#1185) * Fix Material creation queue * Update SurfaceOptionUIBlock.cs * Refactor keyword system in ShaderGraph (#1181) * Refactor the keyword system in ShaderGraph * Move geometric AA to respective master node Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Made conversion from render graph handles to actual resource implicit. (#1034) * Made conversion from render graph handles to actual resource implicit to reduce boiler plate code. * Post merge fixes * Added an exception when accessing resources while not executing render graph. * Post merge fixes * Fixed error handling of casting handles to resources. * Fix double sided unlit mode in the UI (#1203) * HDRP: Default indirect Lighting controller Layers to Everything to ease the migration * Update cas include paths (#1227) * Hdrp/fix rt odd negative scale (#1180) * Fixed robustness issue with GetOddNegativeScale() in ray tracing. * Updated changelog. * Added fogbugz case id in changelog. * Hdrp/fix hierarchicalbox gizmo symetry and homothety mode ensuring face faces outside (#1228) * Fix hierarchicalbox gizmo outside facingin symetry or homothety mode * Update CHANGELOG.md * Update CHANGELOG.md * Update CHANGELOG.md * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix XR single-pass macros in tessellation shaders (#1160) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove automatic setup of global texture from Render Graph (#1192) * Made conversion from render graph handles to actual resource implicit to reduce boiler plate code. * Post merge fixes * Added an exception when accessing resources while not executing render graph. * Removed auto binding of global texture and updated passes accordingly. * Post merge fix * Fixed shadow mask texture binding. * Fix wrong merge * Fixed fog with MSAA and render graph * Hdrp/atlas cube modif (#1235) * Remove the usage of Point Cube Size parameter. * Add change log * Hdrp/pt sss diff mix (#1224) * Fixed robustness issue with GetOddNegativeScale() in ray tracing. * Updated changelog. * Added fogbugz case id in changelog. * Mofified way diffuse and SSS are mixed in path tracing. * Fixed issue with spec balance. * Updated Changelog. * Updated ref image for test 5007. * Change Cloud Layer API (#1237) * Change cloud layer API * fix line endings * Change default value * ShaderGraph UI fixes (#1216) * Save foldout state in ShaderGraph * Moved all non-SG properties to the advanced UI block * Reordered advanced properties * Move shadergraph properties (#1214) * Migration code for depth pre/post pass and lod crossfade in shadergraph * Removed log * Added "first time" migration system * Fix custom pass reorder (#1153) * Fixed custom pass re-ordering issues * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "Move shadergraph properties (#1214)" This reverts commit 9a8d3b1. * Update Upgrading-from-2020.1-to-2020.2.md * Make sure we don't end up with null normals from normal mapping, when scale is 0. (#1233) * Make sure we don't end up with null normals from normal mapping. * Updated Changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Contact shadows improvements (#1226) * Bias + thickness + new depth compare * Default as decided by pierre * upgrade guide * docs * changelog * What's new * Revert "Revert "Move shadergraph properties (#1214)"" This reverts commit 958486d. * Fix migration issue in PR (Move shadergraph properties #1214) * TAA and Physically based DoF (#1193) * stabilize CoC if taa is enabled * Fixes related to CoC clamping * Improve DoF when TAA is active by using different samples each frame * Add UI option to run the new physically based DoF * Update documentation with the new option * Fix issue with mip maps when switching DoF techniques * Improve documentation * Clean-up C# code * Minor changes in the shader * Fix near-far blending and cleanup unused code * clean-up shader code * more shader shader clean-up + fix weigths * more shader shader clean-up * back-to-front blending clean-up * Make Manual CoC work for the new dof * Changelog * Change min aperture to 0.7 * Add info box when physically based dof is enabled * Add info box when physically based dof is enabled * Add s specialized TAA configuration for use with DoF and also stabilize CoC * Do not increase sample count when taa is off * Fix issue in disc sampling * Fix profiling scope for CoC * Fix for adaptive search radius * Review feadback * Review feadback 2 * Fix non-uniform ring weights * Fix an issue with DofGather.compute not compiling on Metal * DoF: avoid calling GetDimensions for LoDs in the shader (#1256) * DoF: Pass mipmap dimensions as shader constant * DoF: invalidate TAA history when switching modes * convert Material from ~samples to latest version. (#1297) * Update Vulkan reference images for tests 9601 and 9602 (#1158) * remove reference images for 9601 and 9602 on Vulkan WindowsEditor to force regenerate them * update reference images (9601, 9602) from Yamato artifacts for Vulkan * fix shader macros for tessellation and XR single-pass * restore shader changes (moved to another branch) * HDRP - Update item menu for Decal layers after doc team feedback * Added documentation for material GUI (#1082) * Started to move as public a part of the material GUI * Moved HDUnlitGUI to public * Moved back to internal * internal * Fixed some doc * Fixed API doc * Fix API doc * Add missing doc * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Various small fixes for render graph. (#1232) * Made conversion from render graph handles to actual resource implicit to reduce boiler plate code. * Post merge fixes * Added an exception when accessing resources while not executing render graph. * Removed auto binding of global texture and updated passes accordingly. * Post merge fix * Fixed shadow mask texture binding. * Fix wrong merge * Fixed fog with MSAA and render graph * Replace new TextureHandle by TextureHandle.nullHandle * Fixed name of some textures * Implemented stub of ScreenSpaceShadows to fix default texture binding. * Correctly deallocate cached shadows atlas * Properly set color buffer for transparent custom passes. * Small comment update. * Made naming of resources created by RG generic (user names are used for render graph specific debug display) * Fixed custom pass global texture binding. * Added name to real time reflection probe textures. * Added an option to disable pass pruning and simplified logging code. * Added XR copy depth * Rename "pass pruning" to "pass culling" * Fixed tests compilation * Revert logger changes because they made unavoidable allocs. * Removed useless formatting. * Lighting/probevolumes debug modes and uniform init cleanup (#1275) * Probe Volumes: Cleanup DebugDisplayProbeVolume and support SH2 atlas display. * Probe Volumes: Bugfixes to state when Probe Volumes is enabled in Shader Config, bug disabled in the HDRenderPipelineAsset or the current cameras frame settings. * Only building the RTAS if there is an effect that will require it (1262217). (#1278) * Only building the RTAS if there is an effect that will require it (1262217). * missing screenshot * Fixed rendering breaking when disabling tonemapping in the frame settings. (#1284) * Fixed rendering breaking when disabling tonemapping in the frame settings. * Update changelog. * Fixed a null ref in the volume component list when there is no volume components in the project (#1282) * Fixed a null ref in the volume component list when there is no volume components in the project * Update changelog * Fixed changelog * Make sure serialization of exposure modes is consistent between HDRP versions (#1286) * Make sure serialization of exposure modes is consistent between HDRP versions * Fix visual ordering + defaults for new scenes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Avoid using duplicate names when creating new sublayers in the graphics compositor (#1288) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove MSAA debug mode when renderpipeline asset has no MSAA (#1289) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed an issue where look dev lighting would go black when a new scene is loaded. (#1303) * Fixed some post processing using motion vectors when they are disabled (#1305) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * add playmode_XR to HDRP Vulkan tests (#1306) * Fixing nans related to reflection probes in ray tracing and potentially instabilities. (#1307) * - Fixed the multiplier of the environement lights being overriden with a wrong value for ray tracing (1260311). - Fixed the first ray tracing frame not having the light cluster being set up properly (1260311). * Added docs. * Update property format in doc entries Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Small fixes (#1309) * Fixed nullref exception with cookies * Fixed GC.Alloc * Fixed a series of exceptions happening when trying to load an asset during wizard execution (1262171). (#1312) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render graph pre-setup for ray traced ambient occlusion. (#1026) * - Render graph pre-setup for ray traced ambient occlusion. * Review corrections Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Shader compilation errror in DEbugDisplayProbeVolume.shader * Fix exposure settings in Volume Settings for standalone * Avoid casting multiple rays and denoising for hard directional, point and spot ray traced shadows (1261040). Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Julien Ignace <julien@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Nicholas Brancaccio <pastasfuture@gmail.com>
… components in the project #1282
* 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>
Purpose of this PR
Fixed a null ref in the volume component list when there is no volume components in the project.
Fixes this issue: https://fogbugz.unity3d.com/f/cases/1261138/
Testing status
Really trivial fix so I just tested the repro steps and it worked fine now. More testing probably isn't required.