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URP: Fix issue 1324359 - Make scene view selection work properly again. #4174

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Apr 14, 2021
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b9da5fa
Hd/fix 1299116 tesselation cull (#3057)
kecho Jan 14, 2021
5b57f64
Change the source value for the ray tracing frame index iterator from…
anisunity Jan 14, 2021
b21345b
[HDRP] Added a RenderGraph pass that resets the camera size after the…
alelievr Jan 14, 2021
9581f38
Fix Light Intensity UI Prefab Override Application (1299563) (#3061)
johnpars Jan 14, 2021
525ebf5
Fix Undo/Redo Stability for Light Temperature (1304176, 1301076) (#3079)
johnpars Jan 14, 2021
8007c48
Fix labels style (#3046)
adrien-de-tocqueville Jan 14, 2021
2df0185
Fixed side effect on styles during compositor rendering. (#3081)
adrien-de-tocqueville Jan 14, 2021
bf833ce
[HDRP][Compositor] Fix size and spacing of compositor info boxes (#3101)
pmavridis Jan 14, 2021
7be5e6c
[HDRP][Compositor] Fix color picker UI glitch in the Graphics Composi…
pmavridis Jan 14, 2021
6413dc6
Fix 1299233 ies resize bug (#3094)
skhiat Jan 14, 2021
8998567
filter for xbone addded (#3116)
martint-unity Jan 15, 2021
027cb37
[Yamato] Enable cache server for standalone build jobs (#3106)
sophiaaar Jan 15, 2021
6429445
Fix undo redo on layered lit editor (#3059)
adrien-de-tocqueville Jan 15, 2021
d910dc8
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 15, 2021
9c216c8
[HDRP] Added Vulkan install in system requirements (#3122)
alelievr Jan 15, 2021
8dbde86
[HDRP] Fix issue with compositor related custom passes (#3055)
pmavridis Jan 15, 2021
a5a6590
Fixed some render texture leaks. (#3050)
JulienIgnace-Unity Jan 15, 2021
229f3e8
Hd/fix wizard runtime resources (#3123)
RSlysz Jan 15, 2021
0a42f9b
[HDRP] Fixed lookdev reload bug when viewing a scene object (#3108)
alelievr Jan 15, 2021
eb1d074
[HDRP] Fix error in Depth Of Field near radius blur calculation (#3131)
pmavridis Jan 15, 2021
22b5b7f
[HDRP] Fix GC allocs (#3136)
pmavridis Jan 15, 2021
8cd8fe6
Revert: Fix 1299233 ies resize bug (#3094)
sebastienlagarde Jan 15, 2021
9bcb75f
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 16, 2021
31defd2
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 16, 2021
6dffbc8
Hide light shadow near plane gizmo when shadows are disabled (#3114)
adrien-de-tocqueville Jan 16, 2021
9ba9620
Hd/fix backplate globalcubemap2 (#3111)
JulienIgnace-Unity Jan 18, 2021
b4214a4
[HDRP][Path Tracing] Added alpha channel to path traced results (#3127)
eturquin Jan 18, 2021
feb0fe0
Doc update (#3160)
JulienIgnace-Unity Jan 18, 2021
d315646
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 18, 2021
f9c97c1
Fix various shader warnings (#3158)
FrancescoC-unity Jan 18, 2021
316d6a6
Update Override-Screen-Space-GI.md
sebastienlagarde Jan 18, 2021
be8f685
Fixed shadow matte not working with ambient occlusion when MSAA is en…
sebastienlagarde Jan 18, 2021
44ba81f
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 18, 2021
4de9b07
Update HDLightUI.cs (#3203)
sebastienlagarde Jan 20, 2021
1557004
[HDRP] fix nullref when chaging RP from HDRP to URP (#3191)
alelievr Jan 20, 2021
acd6199
fix case 1307653 (#3205)
sebastienlagarde Jan 20, 2021
f18d053
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 21, 2021
abd7de7
Fix LookDev env library assignment after leaving playmode. (#3214)
JulienIgnace-Unity Jan 21, 2021
6349ef2
Update Hair Shader Preset Documentation (#3208)
johnpars Jan 21, 2021
cace53e
[HDRP] Fix locale diffusion profile shader property value in ShaderGr…
alelievr Jan 21, 2021
760837b
Fix error in the RTHandle scale of Depth Of Field when TAA is enabled…
pmavridis Jan 21, 2021
3f480bd
Reset to current quality settings after preprocess build in HDRP (#3218)
jenniferd-unity Jan 21, 2021
4c7dfb6
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 21, 2021
3b4b1fb
Have bilinear default (#3223)
FrancescoC-unity Jan 21, 2021
a890c49
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 1, 2021
4477283
Update CHANGELOG.md
sebastienlagarde Feb 1, 2021
3112950
Added missing character to the layered lit document (#3310)
JordanL8 Feb 1, 2021
ac55059
Fix needs of exposure for debug display "SSR Transparent" (#3308)
skhiat Feb 1, 2021
bc0aa7d
[HDRP] Fix GUI exception in material UI (#3315)
alelievr Feb 1, 2021
c34ba38
[HDRP] Update decal angle fade tooltip (#3322)
alelievr Feb 1, 2021
1f827f1
Mention in TAA doc that a certain use case will lead to problems. (#3…
FrancescoC-unity Feb 1, 2021
fe86016
Hide shadow resolution value (#3335)
adrien-de-tocqueville Feb 1, 2021
7a6ec1e
Bump timer of 2nd runtime test to make it work on all platforms. (#3…
FrancescoC-unity Feb 2, 2021
b84c14b
Fix light frustum planes (#3341)
adrien-de-tocqueville Feb 2, 2021
2cc4b51
Project skybox without perspective for ortho cameras (#2955)
adrien-de-tocqueville Feb 2, 2021
1c9a0ff
Fix non temporal SSAO issues with the rendergraph pass (#3351)
FrancescoC-unity Feb 2, 2021
b648896
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 2, 2021
4338bc4
Reset ambient probe upon switching to very different skies (#3340)
FrancescoC-unity Feb 2, 2021
0c56c5f
Fix white flash on camera cuts with volumetric (#3354)
FrancescoC-unity Feb 3, 2021
43e6d15
Fix issues with light layers issues when editing multiple lights (#3323)
FrancescoC-unity Feb 3, 2021
bd1934f
Maximum of reflection distance must be bound by the min of all dimens…
kecho Feb 3, 2021
e813067
Fixed debug panel reseting when going through enum items (#3370)
JulienIgnace-Unity Feb 3, 2021
317f976
Fix keywords with fbx importer (#3350)
adrien-de-tocqueville Feb 4, 2021
b480510
Fixed lightmaps not working properly with shader graphs in ray traced…
anisunity Feb 4, 2021
ff57004
revert: Reset ambient probe upon switching to very different skies (#…
sebastienlagarde Feb 4, 2021
8250779
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 5, 2021
f41f5cf
Hdrp/fix tesselation wireframe (#3355)
kecho Feb 5, 2021
ab6fc9e
Adding missing meta from HDRP_test
sebastienlagarde Feb 8, 2021
0923df0
Hd/fix input registering domain reload (#3373)
RSlysz Feb 8, 2021
14bb032
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 10, 2021
53be5eb
Fix nullref (#3460)
adrien-de-tocqueville Feb 10, 2021
5d7fb34
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 11, 2021
7655f87
Fix DepthOfField CoC debug view (#3466)
FrancescoC-unity Feb 11, 2021
890195a
Fixed an issue with first frame of ao causing some kind of ghosting e…
JulienIgnace-Unity Feb 12, 2021
78864e9
Fix mipmap generation internal format (#3470)
pmavridis Feb 12, 2021
4402cf2
Change wizard check to be ok with -force api (#3422)
FrancescoC-unity Feb 12, 2021
cac2a5a
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 14, 2021
4ec6ec4
Delete Volumes.meta
sebastienlagarde Feb 14, 2021
24fa85c
revert: Hd/fix input registering domain reload #3373
sebastienlagarde Feb 14, 2021
9160de3
update Vulkan win reference screenshots
sebastienlagarde Feb 14, 2021
c11fb81
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 14, 2021
e1d44d1
Fixed performance issue with ShaderGraph and Alpha Test
sebastienlagarde Feb 14, 2021
b0aaf41
Fixed dimensionality of a couple vectors (from 3 to 2). (#3395)
eturquin Feb 15, 2021
0ef72d6
Fix error when increasing the maximum planar reflection limit (#3332)
pmavridis Feb 17, 2021
0818713
Updated documentation of RequestRenderNextUpdate (#3368)
fredericv-unity3d Feb 17, 2021
dbd5d65
Force RGBA16 when doing scene filtering
FrancescoC-unity Feb 22, 2021
fa94aa4
Merge branch 'master' into HDRP/fix-scene-filtering-alpha
sebastienlagarde Feb 24, 2021
35b1cc9
Merge branch 'HDRP/fix-scene-filtering-alpha' of https://github.com/U…
Mar 9, 2021
b6b7fda
Update to do scene filtering properly in URP.
stramit Mar 16, 2021
678b953
Merge branch 'master' of https://github.com/Unity-Technologies/Graphi…
stramit Apr 14, 2021
d255c60
Update CHANGELOG.md
stramit Apr 14, 2021
27c93c2
Update CHANGELOG.md
stramit Apr 14, 2021
9cb0b8a
Update package.json
stramit Apr 14, 2021
6956d4b
Update package.json
stramit Apr 14, 2021
8521540
Update package.json
stramit Apr 14, 2021
c72784f
Update package.json
stramit Apr 14, 2021
1f5ff86
Update package.json
stramit Apr 14, 2021
1c3bce1
Update package.json
stramit Apr 14, 2021
fe1368c
Update package.json
stramit Apr 14, 2021
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2 changes: 1 addition & 1 deletion com.unity.render-pipelines.core/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
"description": "SRP Core makes it easier to create or customize a Scriptable Render Pipeline (SRP). SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and shader libraries. The code in SRP Core is use by the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.",
"version": "12.0.0",
"unity": "2021.2",
"unityRelease": "0a8",
"unityRelease": "0a13",
"displayName": "Core RP Library",
"dependencies": {
"com.unity.ugui": "1.0.0",
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
"description": "Configuration files for the High Definition Render Pipeline.",
"version": "12.0.0",
"unity": "2021.2",
"unityRelease": "0a8",
"unityRelease": "0a13",
"displayName": "High Definition RP Config",
"dependencies": {
"com.unity.render-pipelines.core": "12.0.0"
Expand Down
1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -77,6 +77,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue with compositor custom pass hooks added/removed repeatedly (case 1315971).
- Fixed: SSR with transparent (case 1311088)
- Fixed decals in material debug display.
- Fixed Force RGBA16 when scene filtering is active (case 1228736)
- Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP
- Fixed WouldFitInAtlas that would previously return wrong results if any one face of a point light would fit (it used to return true even though the light in entirety wouldn't fit).
- Fixed issue with NaNs in Volumetric Clouds on some platforms.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -195,7 +195,7 @@ bool ValidatePipeline()
{
m_AlphaSupport = AlphaChannelSupport.None;
}
else if (hdPipeline.asset.currentPlatformRenderPipelineSettings.postProcessSettings.bufferFormat == PostProcessBufferFormat.R11G11B10)
else if (hdPipeline.GetColorBufferFormat() == (GraphicsFormat)PostProcessBufferFormat.R11G11B10)
{
m_AlphaSupport = AlphaChannelSupport.Rendering;
}
Expand Down
2 changes: 1 addition & 1 deletion com.unity.render-pipelines.high-definition/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
"description": "The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms. HDRP utilizes Physically-Based Lighting techniques, linear lighting, HDR lighting, and a configurable hybrid Tile/Cluster deferred/Forward lighting architecture and gives you the tools you need to create games, technical demos, animations, and more to a high graphical standard.",
"version": "12.0.0",
"unity": "2021.2",
"unityRelease": "0a8",
"unityRelease": "0a13",
"displayName": "High Definition RP",
"dependencies": {
"com.unity.modules.video": "1.0.0",
Expand Down
2 changes: 1 addition & 1 deletion com.unity.render-pipelines.lightweight/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
"description": "The Lightweight Render Pipeline (LWRP) is a prebuilt Scriptable Render Pipeline, made by Unity. The technology offers graphics that are scalable to mobile platforms, and you can also use it for higher-end consoles and PCs. You’re able to achieve quick rendering at a high quality without needing compute shader technology. LWRP uses simplified, physically based Lighting and Materials. The LWRP uses single-pass forward rendering. Use this pipeline to get optimized real-time performance on several platforms.",
"version": "12.0.0",
"unity": "2021.2",
"unityRelease": "0a8",
"unityRelease": "0a13",
"displayName": "Lightweight RP",
"dependencies": {
"com.unity.render-pipelines.universal": "12.0.0",
Expand Down
1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue where ShadowCaster2D was generating garbage when running in the editor. [case 1304158](https://issuetracker.unity3d.com/product/unity/issues/guid/1304158/)
- Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.
- Fixed an issue where objects in motion might jitter when the Pixel Perfect Camera is used. [case 1300474](https://issuetracker.unity3d.com/issues/urp-characters-sprite-repeats-in-the-build-when-using-pixel-perfect-camera-and-2d-renderer)
- Fixed an issue where filtering in the scene view would not properly highlight the filtered objects. case 1324359
- Fixed an issue where the scene view camera was not correctly cleared for the 2D Renderer. [case 1311377](https://issuetracker.unity3d.com/product/unity/issues/guid/1311377/)
- Fixed an issue where the letter box/pillar box areas were not properly cleared when the Pixel Perfect Camera is used. [case 1291224](https://issuetracker.unity3d.com/issues/pixel-perfect-image-artifact-appear-between-the-reference-resolution-and-screen-resolution-borders-when-strech-fill-is-enabled)
- Fixed an issue where the Cinemachine Pixel Perfect Extension might cause the Orthographic Size of the Camera to jump to 1 when the Scene is loaded. [case 1249076](https://issuetracker.unity3d.com/issues/cinemachine-pixel-perfect-camera-extension-causes-the-orthogonal-size-to-jump-to-1-when-the-scene-is-loaded)
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Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
using System.Diagnostics;
using System.Collections.Generic;
using Unity.Collections;
using UnityEditor;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Profiling;

Expand Down Expand Up @@ -1125,6 +1126,14 @@ void SetRenderPassAttachments(CommandBuffer cmd, ScriptableRenderPass renderPass
else
finalClearFlag |= (renderPass.clearFlag & ClearFlag.DepthStencil);

#if UNITY_EDITOR
if (CoreUtils.IsSceneFilteringEnabled() && camera.sceneViewFilterMode == Camera.SceneViewFilterMode.ShowFiltered)
{
finalClearColor.a = 0;
finalClearFlag &= ~ClearFlag.Depth;
}
#endif

if (IsRenderPassEnabled(renderPass) && cameraData.cameraType == CameraType.Game)
{
if (!renderPass.overrideCameraTarget)
Expand Down Expand Up @@ -1292,7 +1301,7 @@ static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorAtt
void DrawGizmos(ScriptableRenderContext context, Camera camera, GizmoSubset gizmoSubset)
{
#if UNITY_EDITOR
if (!UnityEditor.Handles.ShouldRenderGizmos())
if (!Handles.ShouldRenderGizmos() || camera.sceneViewFilterMode == Camera.SceneViewFilterMode.ShowFiltered)
return;

CommandBuffer cmd = CommandBufferPool.Get();
Expand Down
2 changes: 1 addition & 1 deletion com.unity.render-pipelines.universal/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
"description": "The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.",
"version": "12.0.0",
"unity": "2021.2",
"unityRelease": "0a8",
"unityRelease": "0a13",
"displayName": "Universal RP",
"dependencies": {
"com.unity.mathematics": "1.1.0",
Expand Down
2 changes: 1 addition & 1 deletion com.unity.shadergraph/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
"description": "The Shader Graph package adds a visual Shader editing tool to Unity. You can use this tool to create Shaders in a visual way instead of writing code. Specific render pipelines can implement specific graph features. Currently, both the High Definition Rendering Pipeline and the Universal Rendering Pipeline support Shader Graph.",
"version": "12.0.0",
"unity": "2021.2",
"unityRelease": "0a8",
"unityRelease": "0a13",
"displayName": "Shader Graph",
"dependencies": {
"com.unity.render-pipelines.core": "12.0.0",
Expand Down
2 changes: 1 addition & 1 deletion com.unity.visualeffectgraph/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
"displayName": "Visual Effect Graph",
"version": "12.0.0",
"unity": "2021.2",
"unityRelease": "0a8",
"unityRelease": "0a13",
"description": "The Visual Effect Graph is a node based visual effect editor. It allows you to author next generation visual effects that Unity simulates directly on the GPU. The Visual Effect Graph is production-ready for the High Definition Render Pipeline and runs on all platforms supported by it. Full support for the Universal Render Pipeline and compatible mobile devices is still in development.",
"keywords": [
"vfx",
Expand Down