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Fixed emission material properties not being animable #4366
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Fixed emission material properties not being animable #4366
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I believe the decal material editor has the same issue because they also use UpdateEmissiveColorLDRFromIntensityAndEmissiveColor
It's not possible to animate material on the decal projector component, this feature only works with Renderers (which is a shame) |
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Thanks for providing the video of testing. I can see the emission still works and now we can animate the property. Also new bug filled about the intensities, nice!
* Fix null exception on Raytracing SSS volume component (#4322) * Add null check * changelog * Fix issue with Eye shader and area light (#4310) * Fix Ray Tracing Light Cluster debug mode (#4327) * Remove unneeded position from input layout of light cluster * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Skip adding the LOD's renderer to the checked renderer if it's null (#4313) * Skip adding the LOD's renderer to the checked renderer if it's null * changelog * Add LODgroup missing renderer to "check scene content for ray tracing" * formatting test * formatting Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update doc of transparent motion vectors to specify TAA of object behind will be impacted (#4325) * Update doc * Fix doc * Fixed Look Dev breaking when docked and rendered at zero size. (#4331) * Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. * Update changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Added a bit about scaling issues when dealing with history buffers (#4333) * Updated troubleshooting custom pass doc * Update Custom-Pass-Troubleshooting.md * Fixed an issue where runtime debug window UI would leak game objects. (#4337) * Fixed an issue where runtime debug window UI would leak game objects. * Update changelog * Updated documentation to support #4313 (#4336) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (#4342) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * updated tooltip (#4334) * Doc for custom matrix for fog (#4352) * [Fogbugz 1324000] Fixing unlit emissive reflections (#4340) * Fix ray tracing unlit emissive exposure. Changelog * Automated tests coverage * update scenes Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Fogbugz 1329173] Fixing wrong pyramid color dimensions when hardware DRS is on. (#4346) * Fixing bad pyramid color source texture size. DRS hanlder must be queried since the mip levels depend on the source hardware resolution * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix RTHandle scale bias [1329977] (#4320) * Fix RTHandle scale bias * Add changelog * Fix history sacle * Fix Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed emission material properties not being animable (#4366) * Fixed emission material properties not being animable * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix fog precision (#4364) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix erroneous tile coordinate calculations in contact shadows (#4335) * Fix wrong tile coord calculations * Changelog * Update test scene for contact shadow to cover data * update references screenshots Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [HDRP]Fix history buffer allocation for AOVs when the request does not come in first frame (#4361) * Fix history buffer allocation for AOVs when the request does not come in first frame * Add a break in the for loop Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix for volumetric clouds performing Read and Write on same texture [Unsupported on some platforms] (#4356) * Fix for usage of camera color RW when not supported. * Re-enable on metal * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update TestCaseFilters.asset * update metal screenshots * missing meta * [Fogbugz 1330769] Fixing bloom bicubic filtering for DRS (#4370) * Fixing bloom bicubic filtering for DRS, bicubic was using the wrong dimensions / texel sizes * Adding better comment to explain offseting of bicubic texture offset fix * update reference screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Purpose of this PR
Fix the emission properties of material not being animable from the inspector (https://fogbugz.unity3d.com/f/cases/1328108/)
Note that even though now we can animate these properties, the feature is STILL broken because of another issue:
Emission.mp4
As you can see in the video, the intensity of the emission is completely different when animated. But this has nothing to do with animation, in fact is seems to come from the material property block of the renderer. I managed to repro the issue with this simple script:
new fogbugz about the material property block issue: https://fogbugz.unity3d.com/f/cases/1332471/
Testing status
manual tests (see video)