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Apr 16, 2020
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7bbf2b3
[8.x.x Backport]Fixed the MaxLightCount being display when the light …
anisunity Mar 17, 2020
b7d1529
[8.x.x Backport] Update documentation to mention more explicitely the…
anisunity Mar 17, 2020
409f4df
[8.x.x Backport] Make subsection in decal debug menu to specify "affe…
FrancescoC-unity Mar 17, 2020
22acc8c
Support cookie on light backing for Disc Area Light #6138
skhiat Mar 17, 2020
bef451e
Hdrp /lookdev/fix crash on adding volume as viewed game object #6129
RSlysz Mar 17, 2020
c1d7ea1
fixed changelog
sebastienlagarde Mar 17, 2020
5c316e3
Add smoothness remark (#6226)
FrancescoC-unity Mar 17, 2020
ea21c80
Removed legacy VR code from HDRP #5923
fabien-unity Mar 17, 2020
daeb5fd
Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef…
fabien-unity Mar 17, 2020
e13c586
Improve light clipping and culling #2 #4711
EvgeniiG Mar 17, 2020
5542b5b
Hdrp/fix/decal material ui errors #6225
alelievr Mar 17, 2020
c698ea4
Fix z-fighting in sceneview when scene lighting is off (#6213)
pmavridis Mar 17, 2020
cb56b4f
Update CHANGELOG.md
sebastienlagarde Mar 17, 2020
52bf1d5
Mention default post processing in default volumes. (#6233)
FrancescoC-unity Mar 17, 2020
98c6578
Fix cubemap inspector so that thumbnail for cubemap work #6231
FrancescoC-unity Mar 17, 2020
5d5afe0
- Fix an exception in ray tracing that happens if two LOD levels are …
anisunity Mar 17, 2020
fe0c42a
[Backport 8.x.x] Fix some typos in the debug menu (#6249)
FrancescoC-unity Mar 18, 2020
9978787
Added debug exposure to light hierarchy debug. (#6216)
JulienIgnace-Unity Mar 18, 2020
8e09b16
- Rejecting history for ray traced reflections based on a threshold e…
anisunity Mar 18, 2020
bd908e4
Clearer naming of tile and cluster categories for environment lights …
FrancescoC-unity Mar 19, 2020
b48722e
Fix texture curve destroy (#6277)
alelievr Mar 19, 2020
dd858c6
Fixed an issue with refraction model and ray traced recursive renderi…
anisunity Mar 19, 2020
ae7c57f
fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light In…
sebastienlagarde Mar 19, 2020
9e00796
Fixed an issue where a dynamic sky changing any frame may not update …
JulienIgnace-Unity Mar 19, 2020
96a8968
Add XR setting to control camera jitter for temporal effects #6259
fabien-unity Mar 19, 2020
72f952d
fix unreachable code in TextureXR.useTexArray (#6260)
fabien-unity Mar 19, 2020
2d70b64
Deprecate Utilities namespace #6219
fredericv-unity3d Mar 19, 2020
bb430d6
Fix issue on thumbnail generation so that no error on new project and…
FrancescoC-unity Mar 19, 2020
1f7c317
Update CHANGELOG.md
sebastienlagarde Mar 19, 2020
31f052b
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Mar 19, 2020
f8d575e
[8.x.x Backport] Partial fix LookDev opened when CoreRP package reimp…
RSlysz Mar 24, 2020
adf5c8f
[Backport 8.x.x] Hdrp/fix default volume switch (#6336)
JulienIgnace-Unity Mar 24, 2020
4a02d32
[Backport 8.x.x] Fixed an issue where AO override would not override …
JulienIgnace-Unity Mar 24, 2020
5e851ea
[Backport 8.x.x] Fixed an issue where Volume inspector might not refr…
JulienIgnace-Unity Mar 24, 2020
7b46c5d
Hdrp/fix material baked emission #5392
RSlysz Mar 25, 2020
9ecc3c4
Fixed volume components lifespan in the clipboard #5869
Chman Mar 13, 2020
225f724
Hdrp/fix/particle light shadows #6111
alelievr Mar 24, 2020
305a253
Bugfix: uncached reflection probe cameras were reseting the debug mod…
pmavridis Mar 24, 2020
ce5e527
Fix case in PBR sky where a camera below ground might invalidate resu…
FrancescoC-unity Mar 25, 2020
58c81b6
Hdrp/probe scale 1219246 (#6288)
skhiat Mar 24, 2020
98c3f8f
Update CHANGELOG.md
sebastienlagarde Mar 26, 2020
ed0969c
Split set rendering feature set and API validity check #6301
FrancescoC-unity Mar 24, 2020
0dbea13
Fix Render Texture with XR #6306
fabien-unity Mar 24, 2020
91e4b0d
Fix sRGB mismatch with XR SDK #6311
fabien-unity Mar 24, 2020
acea9c4
Fix XR single-pass with Mock HMD plugin #6313
fabien-unity Mar 24, 2020
9126531
Fix XR culling with multiple cameras #6314
fabien-unity Mar 24, 2020
86f417a
Add custom pass opaque rendering error message #6330
alelievr Mar 24, 2020
446ba01
Update Light-Component.md (#6332)
JordanL8 Mar 24, 2020
fe78aa7
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Mar 26, 2020
0f33375
Update CHANGELOG.md
sebastienlagarde Mar 26, 2020
7ab67dd
Update TextureCurve.cs
sebastienlagarde Mar 26, 2020
3fa39ef
fix merge issue
sebastienlagarde Mar 25, 2020
b0731ec
Merge branch '8.x.x/hd/staging' of https://github.com/Unity-Technolog…
sebastienlagarde Mar 26, 2020
373646a
Update CHANGELOG.md
sebastienlagarde Mar 26, 2020
5eb72bc
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Mar 26, 2020
67e2479
- Fixed an issue related to the envlightdatasrt not being bound in re…
anisunity Mar 27, 2020
35eaf83
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Mar 27, 2020
bbbc325
First pass of light loop optimizations (still single threaded) (#6367…
FrancescoC-unity Mar 27, 2020
d2c36b4
Catch and handle NRefactory parser exceptions (#6392)
vlad-andreev Mar 27, 2020
926dd50
Avoid negative input to sqrt() (#6397)
ChristianF-ARM Mar 27, 2020
9c1cddc
Refreshed the GUIDs for additional post processing data to avoid conf…
Chman Mar 27, 2020
6317ca3
Added known issues page (#6447)
JordanL8 Mar 30, 2020
21f86db
Platform/playstation #6380
timcannellunity3d Mar 28, 2020
1e0901c
Shadow cascade tooltip fix (when using the metric mode) #6448
pmavridis Mar 30, 2020
be0bac0
Focus on Decal uses the extends of the projectors #6449
skhiat Mar 30, 2020
c22659b
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Mar 30, 2020
2ca7f4d
[8.x.x Backport] Fixed how the area light influence volume is compute…
anisunity Mar 31, 2020
23e8ba6
Fixed usage of light size data that are not available at runtime. (#6…
anisunity Apr 1, 2020
06dbd25
Changed the diffusion profile warning on the material to an info and …
anisunity Apr 1, 2020
283af98
Fix shadow tesselation culling (#6477)
alelievr Mar 31, 2020
7d5589f
Add option to disable XR rendering on the camera settings #6372
fabien-unity Apr 1, 2020
aa12bc4
Move scene view camera settings to camera settings window #6390
pmavridis Mar 31, 2020
7801cf0
Corrected typo and changed links to .md (#6414)
JordanL8 Mar 31, 2020
c520900
Hdrp /fix reset of HDAdditionalLightData #6453
RSlysz Apr 1, 2020
f251095
Fix null error when leaving debug menu #6467
sebastienlagarde Mar 31, 2020
581d6db
Hdrp /fix drag area width at left of light intensity #6471
RSlysz Apr 1, 2020
3246b8e
Fix issue with baked reflection probes constantly marked as dirty wi…
FrancescoC-unity Apr 1, 2020
b445a2f
Fix custom pass depth copy #6484
alelievr Apr 1, 2020
0d576ea
Hdrp /lookdev ui fixes #6491
RSlysz Apr 1, 2020
c3df4e1
Expose a debug constant in ShaderLab to make HDRP/Unlit SRP Batcher c…
JussiKnuuttila Apr 1, 2020
5c7d949
fix unused leftover (#6497)
RSlysz Apr 1, 2020
f6a0d33
Fix custom pass test reference images (#6512)
alelievr Apr 1, 2020
7d508c6
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Apr 2, 2020
f09e664
[8.x.x Backport] Fixed a weird behavior in the scalable settings draw…
anisunity Apr 3, 2020
182e74e
Fixed an usage of a a compute buffer not bound (1229964) (#27)
sebastienlagarde Apr 7, 2020
69d5bee
Removed wrongly serialized fields in StaticLightingSky (#6441)
JulienIgnace-Unity Apr 3, 2020
7a231fc
Fix issues in the post process system with RenderTexture being invali…
JulienIgnace-Unity Apr 3, 2020
1a7ff0a
Fixed an issue where changing the default volume profile from another…
JulienIgnace-Unity Apr 3, 2020
65d0145
Hdrp/docs/glossary f number (#6523)
JordanL8 Apr 2, 2020
942b319
path validation when creating new volume profile (#36)
sebastienlagarde Apr 7, 2020
d15725c
Clamp probes compression factor to 0 #19
FrancescoC-unity Apr 7, 2020
c78c097
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Apr 8, 2020
04bdb77
[Backport 8.x.x] Fix various leaks in HDRP (#119)
JulienIgnace-Unity Apr 15, 2020
855d644
[8.x.x backport] Follow references when deleting unloading unused ass…
FrancescoC-unity Apr 15, 2020
1b2bd02
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Apr 16, 2020
4d8fe2a
Fix MSAA resolve when there is no motion vectors
adrien-de-tocqueville Apr 14, 2020
66ab3ad
Fix issues causing planar probes to be broken with multiple cameras i…
FrancescoC-unity Apr 15, 2020
145dcc4
Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint.
slunity Apr 9, 2020
a097643
Hdrp/fix/custom pass msaa rendering info
alelievr Apr 9, 2020
79dab8c
Added disocclusion and ghosting to the glossary (#75)
JordanL8 Apr 9, 2020
90c473b
fix switch shader compilation (#111)
sebastienlagarde Apr 14, 2020
bed4007
Update SceneViewDrawMode.cs (#118)
sebastienlagarde Apr 14, 2020
e111a3c
Fix culling of reflection probes that change position
pmavridis Apr 15, 2020
2847da1
Fix null reference when processing light probe
pmavridis Apr 15, 2020
91adc7d
Fix black screen in XR when HDRP package is present but not used
fabien-unity Apr 15, 2020
edae0c2
[8.x.x Backport] Fixed an issue with the specularFGD term being used …
anisunity Apr 16, 2020
448183d
Added support for rasterized area light shadows in StackLit + slight …
slunity Apr 16, 2020
7894820
fix Stacklit.hlsl after merge
sebastienlagarde Apr 16, 2020
6173e4d
Update the scripting API for FrameSettings, FrameSettingsOverrideMask…
RSlysz Apr 16, 2020
a41f7a5
Vfx/docs/bulk review continued (#78)
JordanL8 Apr 14, 2020
9bfbc94
Added baked GI rp support caveat and made setting shadow filter quali…
JordanL8 Apr 16, 2020
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Original file line number Diff line number Diff line change
Expand Up @@ -20,13 +20,26 @@ public static TType instance
{
if (s_Instance == null)
{
GameObject go = new GameObject("Default " + typeof(TType)) { hideFlags = HideFlags.HideAndDontSave };
GameObject go = new GameObject("Default " + typeof(TType).Name) { hideFlags = HideFlags.HideAndDontSave };
go.SetActive(false);
s_Instance = go.AddComponent<TType>();
}

return s_Instance;
}
}

/// <summary>
/// Release the component singleton.
/// </summary>
public static void Release()
{
if (s_Instance != null)
{
var go = s_Instance.gameObject;
CoreUtils.Destroy(go);
s_Instance = null;
}
}
}
}
20 changes: 10 additions & 10 deletions com.unity.render-pipelines.core/Runtime/Utilities/BitArray.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,35 +9,35 @@ namespace UnityEngine.Rendering
/// </summary>
public interface IBitArray
{
/// <summary>Number of elements in the bit array.</summary>
/// <summary>Gets the capacity of this BitArray. This is the number of bits that are usable.</summary>
uint capacity { get; }
/// <summary>True if all bits are 0.</summary>
/// <summary>Return `true` if all the bits of this BitArray are set to 0. Returns `false` otherwise.</summary>
bool allFalse { get; }
/// <summary>True if all bits are 1.</summary>
/// <summary>Return `true` if all the bits of this BitArray are set to 1. Returns `false` otherwise.</summary>
bool allTrue { get; }
/// <summary>
/// Returns the state of the bit at a specific index.
/// An indexer that allows access to the bit at a given index. This provides both read and write access.
/// </summary>
/// <param name="index">Index of the bit.</param>
/// <returns>State of the bit at the provided index.</returns>
bool this[uint index] { get; set; }
/// <summary>Returns the bit array in a human readable form.</summary>
/// <summary>Writes the bits in the array in a human-readable form. This is as a string of 0s and 1s packed by 8 bits. This is useful for debugging.</summary>
string humanizedData { get; }

/// <summary>
/// Bit-wise And operation.
/// Perform an AND bitwise operation between this BitArray and the one you pass into the function and return the result. Both BitArrays must have the same capacity. This will not change current BitArray values.
/// </summary>
/// <param name="other">Bit array with which to the And operation.</param>
/// <param name="other">BitArray with which to the And operation.</param>
/// <returns>The resulting bit array.</returns>
IBitArray BitAnd(IBitArray other);
/// <summary>
/// Bit-wise Or operation.
/// Perform an OR bitwise operation between this BitArray and the one you pass into the function and return the result. Both BitArrays must have the same capacity. This will not change current BitArray values.
/// </summary>
/// <param name="other">Bit array with which to the Or operation.</param>
/// <param name="other">BitArray with which to the Or operation.</param>
/// <returns>The resulting bit array.</returns>
IBitArray BitOr(IBitArray other);
/// <summary>
/// Invert the bit array.
/// Return the BitArray with every bit inverted.
/// </summary>
/// <returns></returns>
IBitArray BitNot();
Expand Down
104 changes: 104 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
### Added
- Add XR setting to control camera jitter for temporal effects #6259
- Added an error message in the DrawRenderers custom pass when rendering opaque objects with an HDRP asset in DeferredOnly mode.
- Added support for specular AA from geometric curvature in AxF
- Added support for baked AO (no input for now) in AxF
- Added an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA.
- Added support for rasterized area light shadows in StackLit

### Fixed
- Fixed an issue where a dynamic sky changing any frame may not update the ambient probe.
Expand Down Expand Up @@ -39,6 +43,13 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor.
- Fixed path validation when creating new volume profile (case 1229933)
- Fix for range compression factor for probes going negative (now clamped to positive values).
- Fixed various object leaks in HDRP.
- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996)
- Fixed MSAA depth resolve when there is no motion vectors
- Fix issue causing wrong planar reflection rendering when more than one camera is present.
- Fixed culling of planar reflection probes that change position (case 1218651)
- Fixed null reference when processing lightprobe (case 1235285)
- Fix black screen in XR when HDRP package is present but not used.

### Changed
- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.
Expand Down Expand Up @@ -98,6 +109,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue with refraction model and ray traced recursive rendering (case 1198578).
- Fixed cubemap thumbnail generation at project load time.
- Half fixed shuriken particle light that cast shadows (only the first one will be correct)
- Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

### Changed
- Renamed the cubemap used for diffuse convolution to a more explicit name for the memory profiler.
Expand Down Expand Up @@ -263,6 +275,98 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue with MipRatio debug mode showing _DebugMatCapTexture not being set.
- Fixed missing initialization of input params in Blit for VR.
- Fix Inf source in LTC for area lights.
<<<<<<< HEAD
=======
- Fix issue with AO being misaligned when multiple view are visible.
- Fix issue that caused the clamp of camera rotation motion for motion blur to be ineffective.
- Fixed issue with AssetPostprocessors dependencies causing models to be imported twice when upgrading the package version.
- Fixed culling of lights with XR SDK
- Fixed memory stomp in shadow caching code, leading to overflow of Shadow request array and runtime errors.
- Fixed an issue related to transparent objects reading the ray traced indirect diffuse buffer
- Fixed an issue with filtering ray traced area lights when the intensity is high or there is an exposure.
- Fixed ill-formed include path in Depth Of Field shader.
- Fixed shader graph and ray tracing after the shader target PR.
- Fixed a bug in semi-transparent shadows (object further than the light casting shadows)
- Fix state enabled of default volume profile when in package.
- Fixed removal of MeshRenderer and MeshFilter on adding Light component.
- Fixed Ray Traced SubSurface Scattering not working with ray traced area lights
- Fixed Ray Traced SubSurface Scattering not working in forward mode.
- Fixed a bug in debug light volumes.
- Fixed a bug related to ray traced area light shadow history.
- Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap.
- Fixed a leak in the PBR sky renderer.
- Added a tooltip to the Ambient Mode parameter in the Visual Envionment volume component.
- Static lighting sky now takes the default volume into account (this fixes discrepancies between baked and realtime lighting).
- Fixed a leak in the sky system.
- Removed MSAA Buffers allocation when lit shader mode is set to "deferred only".
- Fixed invalid cast for realtime reflection probes (case 1220504)
- Fixed invalid game view rendering when disabling all cameras in the scene (case 1105163)
- Hide reflection probes in the renderer components.
- Fixed infinite reload loop while displaying Light's Shadow's Link Light Layer in Inspector of Prefab Asset.
- Fixed the culling was not disposed error in build log.
- Fixed the cookie atlas size and planar atlas size being too big after an upgrade of the HDRP asset.
- Fixed transparent SSR for shader graph.
- Fixed an issue with emissive light meshes not being in the RAS.
- Fixed DXR player build
- Fixed the HDRP asset migration code not being called after an upgrade of the package
- Fixed draw renderers custom pass out of bound exception
- Fixed the PBR shader rendering in deferred
- Fixed some typos in debug menu (case 1224594)
- Fixed ray traced point and spot lights shadows not rejecting istory when semi-transparent or colored.
- Fixed a warning due to StaticLightingSky when reloading domain in some cases.
- Fixed the MaxLightCount being displayed when the light volume debug menu is on ColorAndEdge.
- Fixed issue with unclear naming of debug menu for decals.
- Fixed z-fighting in scene view when scene lighting is off (case 1203927)
- Fixed issue that prevented cubemap thumbnails from rendering.
- Fixed ray tracing with VR single-pass
- Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer.
- Fixed error in the console when switching shader to decal in the material UI.
- Fixed an issue with refraction model and ray traced recursive rendering (case 1198578).
- Fixed an issue where a dynamic sky changing any frame may not update the ambient probe.
- Fixed cubemap thumbnail generation at project load time.
- Fixed cubemap thumbnail generation at project load time.
- Fixed XR culling with multiple cameras
- Fixed XR single-pass with Mock HMD plugin
- Fixed sRGB mismatch with XR SDK
- Fixed an issue where default volume would not update when switching profile.
- Fixed issue with uncached reflection probe cameras reseting the debug mode (case 1224601)
- Fixed an issue where AO override would not override specular occlusion.
- Fixed an issue where Volume inspector might not refresh correctly in some cases.
- Fixed render texture with XR
- Fixed issue with resources being accessed before initialization process has been performed completely.
- Half fixed shuriken particle light that cast shadows (only the first one will be correct)
- Fixed issue with atmospheric fog turning black if a planar reflection probe is placed below ground level. (case 1226588)
- Fixed custom pass GC alloc issue in CustomPassVolume.GetActiveVolumes().
- Fixed a bug where instanced shadergraph shaders wouldn't compile on PS4.
- Fixed an issue related to the envlightdatasrt not being bound in recursive rendering.
- Fixed shadow cascade tooltip when using the metric mode (case 1229232)
- Fixed how the area light influence volume is computed to match rasterization.
- Focus on Decal uses the extends of the projectors
- Fixed usage of light size data that are not available at runtime.
- Fixed the depth buffer copy made before custom pass after opaque and normal injection point.
- Fix for issue that prevented scene from being completely saved when baked reflection probes are present and lighting is set to auto generate.
- Fixed drag area width at left of Light's intensity field in Inspector.
- Fixed light type resolution when performing a reset on HDAdditionalLightData (case 1220931)
- Fixed reliance on atan2 undefined behavior in motion vector debug shader.
- Fixed an usage of a a compute buffer not bound (1229964)
- Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor.
- Fix issues in the post process system with RenderTexture being invalid in some cases, causing rendering problems.
- Fixed an issue where unncessarily serialized members in StaticLightingSky component would change each time the scene is changed.
- Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).
- Fixed a regression in the ray traced indirect diffuse due to the new probe system.
- Fix for range compression factor for probes going negative (now clamped to positive values).
- Fixed path validation when creating new volume profile (case 1229933)
- Fix reflection hierarchy for CARPAINT in AxF.
- Fix precise fresnel for delta lights for SVBRDF in AxF.
- Fixed the debug exposure mode for display sky reflection and debug view baked lighting
- Fixed MSAA depth resolve when there is no motion vectors
- Fixed various object leaks in HDRP.
- Fixed compile error with XR SubsystemManager.
- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996)
- Fixed culling of planar reflection probes that change position (case 1218651)
- Fixed null reference when processing lightprobe (case 1235285)
- Fix issue causing wrong planar reflection rendering when more than one camera is present.
>>>>>>> 5dea391dea... Fix issues causing planar probes to be broken with multiple cameras in the scene (#4)

### Changed
- Hide unused LOD settings in Quality Settings legacy window.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -137,3 +137,12 @@ A function that describes a wave that represents the human eye’s relative sens
#### punctual lights:
A light is considered to be punctual if it emits light from a single point. HDRPs Spot and Point Lights are punctual.

## Rendering Artifacts

<a name="Disocclusion"></a>
#### disocclusion
A rendering artifact that describes the situation where a GameObject that was previously occluded becomes visible.

<a name="Ghosting"></a>
#### ghosting
A rendering artifact that describes the situation where a moving GameObject leaves a trail of pixels behind it.
Original file line number Diff line number Diff line change
Expand Up @@ -184,7 +184,7 @@ These settings define the volumetric behavior of this Light. Alter these setting

### **Shadows**

Use this section to adjust the Shadows cast by this Light. Note that Area Lights can't currently cast shadows for GameObjects that use a **StackLit** Material.
Use this section to adjust the Shadows cast by this Light.

Unity exposes extra properties in this section depending on the **Mode** you set in the [General](#GeneralProperties) section. Unity also exposes extra properties depending on the **Filtering Quality** set in your Unity Project’s [HDRP Asset](HDRP-Asset.html).

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -53,9 +53,10 @@ Using high shadow bias values may result in light "leaking" through Meshes. This

After HDRP captures a shadow map, it processes filtering on the map in order to decrease the aliasing effect that occurs on low resolution shadow maps. Different filters affect the perceived sharpness of shadows.

To change which filter HDRP uses, change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). There are currently four filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities).
To change which filter HDRP uses, the method depends on which filter quality you want to use and whether your HDRP Project uses [forward or deferred rendering](Forward-And-Deferred-Rendering.md).

Currently, if you want to use **High** quality (PCSS) filtering in [deferred](Forward-And-Deferred-Rendering.html) mode, you need to enable it in the [HDRP Config package](HDRP-Config-Package.html). For information on how to do this, see the [Example section](HDRP-Config-Package.html#Example) of the Config package documentation.
* **Forward rendering**: Change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). This method works for every filter quality. There are currently three filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities).
* **Deferred rendering**: For **Low** and **Medium** filter qualities, use the same method as forward rendering. If you want to use **High** quality (PCSS) filtering, you need to enable it in the [HDRP Config package](HDRP-Config-Package.html). For information on how to do this, see the [Example section](HDRP-Config-Package.html#Example) of the Config package documentation.

## Shadowmasks

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -55,13 +55,13 @@ static void OnShaderGraphSaved(Shader shader, object saveContext)

// Free the materials every 200 iterations, on big project loading all materials in memory can lead to a crash
if ((i % 200 == 0) && i != 0)
EditorUtility.UnloadUnusedAssetsImmediate(false);
EditorUtility.UnloadUnusedAssetsImmediate(true);
}
}
finally
{
EditorUtility.ClearProgressBar();
EditorUtility.UnloadUnusedAssetsImmediate(false);
EditorUtility.UnloadUnusedAssetsImmediate(true);
}
}
}
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