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Jan 13, 2022
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676abe4
Fix FBX Material
sebastienlagarde Jan 13, 2022
1efbfc7
[HDRP] Fix rendering when adding an incompatible platform to the proj…
alelievr Dec 16, 2021
e0159e3
Updated Physically Based Sky documentation with more warnings about w…
JulienIgnace-Unity Dec 16, 2021
584aef3
Fixed shaders craeted with the custom pass renderers template not bei…
alelievr Dec 16, 2021
a43d0ac
Fixed the fade in mode of the clouds not impacting the volumetric clo…
anisunity Dec 15, 2021
4d23805
Avoid typed load on volumetric fog filtering on platforms that don't …
FrancescoC-unity Dec 16, 2021
a4125a3
Fixed the property name of screen weight distance (#6586)
emilybrown1 Dec 16, 2021
2574e77
Documentation and images for custom mip for texture samplers (#6592)
kecho Dec 15, 2021
d85eec1
Fixed potential asymmetrical resource release in the volumetric cloud…
anisunity Dec 15, 2021
27b6b11
Fixed the intensity of the sky being reduced signficantly even if the…
anisunity Dec 16, 2021
589896f
Fixed the rt screen space shadows not using the correct asset for all…
anisunity Dec 15, 2021
a77ae96
Urp/fix 1378692 #6627
esdasuka Jan 13, 2022
4c3633d
Fixed a crash with render graph viewer #6629
JulienIgnace-Unity Dec 16, 2021
e929054
[HDRP] Fix tile/cluster debug for Decal and Fog #6635
simonb-unity Dec 17, 2021
631c113
Minor rewording of PT doc. (#6637)
eturquin Dec 16, 2021
22b1882
Changed the behavior the max ray length for recursive rendering to m…
anisunity Dec 18, 2021
14cbeeb
Fix (#6649)
FrancescoC-unity Jan 12, 2022
a891c80
[HDRP] Fix issue with dynamic RendererList culling option getting ign…
pmavridis Jan 13, 2022
90ae3cc
Review new warmup cost section (#6683)
Vic-Cooper Jan 13, 2022
6bef275
Path fixes (#6692)
Vic-Cooper Jan 13, 2022
be0516d
fixed typo "pratices" -> "practices" in ToC (#6699)
emilybrown1 Jan 13, 2022
7207148
fixed link to decal.md (#6700)
emilybrown1 Jan 13, 2022
1a9b185
Volume docs bugfixes (#6714)
Vic-Cooper Jan 13, 2022
083b2e2
NeedMotionVectorForTransparent was checking for wrong flag #6719
FrancescoC-unity Jan 12, 2022
ef92126
[HDRP][Tooltips] Fixed some tooltips for Local Volumetric Fog #6722
JMargevics Jan 13, 2022
1f126cc
[Fogbugz # 380357] Fixing negative overflowing of IES attenuation spl…
kecho Jan 11, 2022
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5 changes: 3 additions & 2 deletions com.unity.render-pipelines.core/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,8 +6,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.

## [13.1.5] - 2021-12-17

Version Updated
The version number for this package has increased due to a version update of a related graphics package.
### Fixed
- Fixed the issue with the special Turkish i, when looking for the m_IsGlobal property in VolumeEditor. (case 1276892)
- Fixed IES profile importer handling of overflow (outside 0-1 range) of attenutation splines values.

## [13.1.4] - 2021-12-04

Expand Down
2 changes: 1 addition & 1 deletion com.unity.render-pipelines.core/Editor/CoreEditorUtils.cs
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ public static string FindProperty<T, TValue>(Expression<Func<T, TValue>> expr)
// For properties, get the name of the backing field
var name = me.Member is FieldInfo
? me.Member.Name
: "m_" + me.Member.Name.Substring(0, 1).ToUpper() + me.Member.Name.Substring(1);
: "m_" + me.Member.Name.Substring(0, 1).ToUpperInvariant() + me.Member.Name.Substring(1);
members.Add(name);
me = me.Expression as MemberExpression;
}
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18 changes: 12 additions & 6 deletions com.unity.render-pipelines.core/Editor/Lighting/IESEngine.cs
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
using System;
using System.IO;
using Unity.Collections;
using UnityEditor;
Expand Down Expand Up @@ -228,6 +229,11 @@ public string GetPhotometricType()
return (output.importInspectorWarnings, output.output);
}

private static byte PackIESValue(float value)
{
return (byte)Math.Clamp(value * 255, 0, 255);
}

NativeArray<Color32> BuildTypeACylindricalTexture(int width, int height)
{
float stepU = 360f / (width - 1);
Expand All @@ -249,7 +255,7 @@ NativeArray<Color32> BuildTypeACylindricalTexture(int width, int height)

float horizontalAnglePosition = m_iesReader.ComputeTypeAorBHorizontalAnglePosition(longitude);

byte value = (byte)((m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas) * 255);
byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas);
slice[x] = new Color32(value, value, value, value);
}
}
Expand Down Expand Up @@ -287,7 +293,7 @@ NativeArray<Color32> BuildTypeBCylindricalTexture(int width, int height)
float horizontalAnglePosition = m_iesReader.ComputeTypeAorBHorizontalAnglePosition(longitude);
float verticalAnglePosition = m_iesReader.ComputeVerticalAnglePosition(latitude);

byte value = (byte)((m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas) * 255);
byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas);
slice[x] = new Color32(value, value, value, value);
}
}
Expand Down Expand Up @@ -325,7 +331,7 @@ NativeArray<Color32> BuildTypeCCylindricalTexture(int width, int height)
float horizontalAnglePosition = m_iesReader.ComputeTypeCHorizontalAnglePosition(longitude);
float verticalAnglePosition = m_iesReader.ComputeVerticalAnglePosition(latitude);

byte value = (byte)((m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas) * 255);
byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas);
slice[x] = new Color32(value, value, value, value);
}
}
Expand Down Expand Up @@ -362,7 +368,7 @@ NativeArray<Color32> BuildTypeAGnomonicTexture(float coneAngle, int size, bool a
// Factor in the light attenuation further from the texture center.
float lightAttenuation = applyLightAttenuation ? rayLengthSquared : 1f;

byte value = (byte)((m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / (m_iesReader.MaxCandelas * lightAttenuation)) * 255);
byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / (m_iesReader.MaxCandelas * lightAttenuation));
slice[x] = new Color32(value, value, value, value);
}
}
Expand Down Expand Up @@ -400,7 +406,7 @@ NativeArray<Color32> BuildTypeBGnomonicTexture(float coneAngle, int size, bool a
// Factor in the light attenuation further from the texture center.
float lightAttenuation = applyLightAttenuation ? rayLengthSquared : 1f;

byte value = (byte)((m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / (m_iesReader.MaxCandelas * lightAttenuation)) * 255);
byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / (m_iesReader.MaxCandelas * lightAttenuation));
slice[x] = new Color32(value, value, value, value);
}
}
Expand Down Expand Up @@ -437,7 +443,7 @@ NativeArray<Color32> BuildTypeCGnomonicTexture(float coneAngle, int size, bool a
// Factor in the light attenuation further from the texture center.
float lightAttenuation = applyLightAttenuation ? (uvLength * uvLength + 1) : 1f;

byte value = (byte)((m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / (m_iesReader.MaxCandelas * lightAttenuation)) * 255);
byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / (m_iesReader.MaxCandelas * lightAttenuation));
slice[x] = new Color32(value, value, value, value);
}
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ namespace UnityEditor.Rendering
/// Common class use to share code between implementation of IES Importeres
/// </summary>
[System.Serializable]
[ScriptedImporter(1, "ies")]
[ScriptedImporter(2, "ies")]
public partial class IESImporter : ScriptedImporter
{
/// <summary>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -647,8 +647,9 @@ public ComputeBufferDesc GetComputeBufferDesc(in ComputeBufferHandle computeBuff
public RenderGraphExecution RecordAndExecute(in RenderGraphParameters parameters)
{
m_CurrentFrameIndex = parameters.currentFrameIndex;
m_CurrentExecutionName = parameters.executionName;
m_CurrentExecutionName = parameters.executionName != null ? parameters.executionName : "RenderGraphExecution";
m_HasRenderGraphBegun = true;
m_RendererListCulling = parameters.rendererListCulling;

m_Resources.BeginRenderGraph(m_ExecutionCount++);

Expand Down
12 changes: 12 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,18 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.

### Fixed
- Fixed Correlated Color Temperature not being applied in Player builds for Enlighten realtime GI lights (case 1370438);
- Fixed Normal Map assiignation when importing FBX Materials.
- Fixed rendering in the editor when an incompatible API is added (case 1384634).
- Fixed the fade in mode of the clouds not impacting the volumetric clouds shadows (case 1381652).
- Fixed issue with typed loads on RGBA16F in Volumetric Lighting Filtering.
- Fixed potential asymmetrical resource release in the volumetric clouds (case 1388218).
- Fixed the intensity of the sky being reduced signficantly even if there is no clouds (case 1388279).
- Fixed the rt screen space shadows not using the correct asset for allocating the history buffers.
- Fixed a crash with render graph viewer when render graph is not provided with an execution name.
- Fixed Tile/Cluster Debug in the Rendering Debugger for Decal and Local Volumetric Fog
- Fixed the behavior the max ray length for recursive rendering to match RTR and rasterization.
- Fixed issue with automatic RendererList culling option getting ignored (case 1388854).
- Fixed NeedMotionVectorForTransparent checking the wrong flag.

## [13.1.4] - 2021-12-04

Expand Down
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
# Frame Settings

Frame Settings are settings HDRP uses to render Cameras, real-time, baked, and custom reflections. You can set the default values for Frame Settings for each of these three individually from within the [HDRP Global Settings](Default-Settings-Window.md) tab (menu: **Edit > Project Settings > Graphics > HDRP Settings**).
Frame Settings are settings HDRP uses to render Cameras, real-time, baked, and custom reflections. You can set the default values for Frame Settings for each of these three individually from within the [HDRP Global Settings](Default-Settings-Window.md) tab (menu: **Edit** > **Project Settings** > **Graphics > HDRP Global Settings**).

![](Images/FrameSettings1.png)

Expand Down
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