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[2022.1][URP] Decal fixes #5961
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…be reverted later on)" This reverts commit 80af9be.
… shaders to accommodate that
…r ConfigureTarget
…nologies/Graphics into universal/decal-fixes # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs
…t buffer in shader
…phics into universal/decal-fixes # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs # com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs # com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl
Reopening this got closed by a mistake that caused the universal/staging to be deleted. |
simon-engelbrecht-soerensen
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Oct 13, 2021
…ncorrect depth buffer while on game view
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Merge conflicts need to be resolved. The Copy Color PR landed in master now. |
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…nologies/Graphics into universal/decal-fixes
…phics into universal/decal-fixes # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md
DX11 playmode tests green: https://unity-ci.cds.internal.unity3d.com/job/9522969 |
phi-lira
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Nov 4, 2021
This reverts commit de7011e. # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs
phi-lira
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Nov 5, 2021
This reverts commit de7011e. # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md
phi-lira
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Nov 9, 2021
* switching _CameraDepthTexture to R32Float and accommodating some stuff for that * some changes to the Foundation Project for Repro project (to be reverted later on) * Revert "some changes to the Foundation Project for Repro project (to be reverted later on)" This reverts commit 80af9be. * disable fbfetch on DbufferDeferred decals * adding IsTransientAttachment to ScriptableRenderPass/NativeRenderPass code * Fixed decals to work with native render pass [case 1353141] * Adding changelog entry * Leftover * making depthOnly pass compatible to render color texture and changing shaders to accommodate that * Fixing decal+native renderpass+decal+deferred scenario * fix after updating trunk * merge fix - change descriptor for DepthOnly configureTarget to the correct one * enabling depthbuffer for depth copy and adding additional override for ConfigureTarget * formatting fixes * terrain shader passes depthonly pass fix to output clippos * adding depth copy for renderpass as well and changing how fake depth is handled * some cleanup and refactoring and enabling Renderpass for SS forward decals * Fixing decals rendering to be correct with render scale. [1353885] * Cleanup * Cleanup * Cleanup * adding _OUTPUT_DEPTH keyword to CopyDepthPass to select correct output buffer in shader * adding depth output for VFXGraph depth only passes * changing the semantic for outDepthColor in VFXPasses.template * Changing to correct normal sampling for decal shadergraph * Changing image to correct texture type * fixing DBuffer Decals CopyDepth pass not copying the depth and failing rendering * adding fb fetch to Gbuffer decals and some other depth related fixes for decals * fixing shader compilation error and renaming define for fb fetch idx * Adding normal alpha multiplication with albedo alpha multiplication * fix for RTIs non render pass platforms * another DeferredLights null check * null exception fix * adding some editor-specific code to avoid a bug with editor setting incorrect depth buffer while on game view Co-authored-by: Jonas Sideravicius <jonass@unity3d.com> Co-authored-by: Felipe Lira <felipedrl@gmail.com>
phi-lira
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Nov 9, 2021
This reverts commit de7011e. # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md
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Purpose of this PR
Fix cases:
Depends on #5369
Testing status
Tested if bugs no longer reproduce.