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[8.x.x Backport] Fix issue with the blue line of prefab modifications for Volume mode #866

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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
c8cfc92
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Apr 16, 2020
0a0c477
Fix for white flash happening when changing lighting condition (like …
sebastienlagarde Apr 16, 2020
59d426d
Fix issue with metal shader and raytracing
sebastienlagarde Mar 27, 2020
4c23027
Fix default volume profile collapse
alelievr Apr 16, 2020
b58176a
Update AxF-Shader.md (#152)
JordanL8 Apr 16, 2020
27d2abf
Bind missing buffer #159
victor-unity Apr 16, 2020
5d5bcb6
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Apr 16, 2020
19a40bb
Enable Light Baking Cookies by default + Warning #79
skhiat Apr 17, 2020
0f446dd
Fix compil issue with Enable BakeCookie
sebastienlagarde Apr 17, 2020
6f7cbbb
Enable Light Baking Cookies by default + Warning - part 3 #79
sebastienlagarde Apr 18, 2020
378378b
AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform …
slunity Apr 17, 2020
8e4a015
[Backport 8.x.x] Diffusion Profile and Material references in HDRP ma…
JulienIgnace-Unity Apr 20, 2020
17b5f8a
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Apr 22, 2020
a692cd5
Add range attenuation to box-shaped spotlights [Skip CI] #101
adrien-de-tocqueville Apr 20, 2020
5ddc82d
Contact shadow min distance + fix scalarization code #150
FrancescoC-unity Apr 21, 2020
5d0d74c
Hdrp/combine material samples with shader samples [Skip CI] #117
sebastienlagarde Apr 22, 2020
cb6f292
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Apr 27, 2020
b3aac52
[8.x.x backport] Fix quality settings UI and shadow mask UI [Depends …
sebastienlagarde Apr 27, 2020
3f6c2f2
Update CHANGELOG.md
sebastienlagarde Apr 27, 2020
990903f
[8.x.x Backport] Fix pre/post pass sg properties #82 (#86)
alelievr May 5, 2020
4141355
- Fixed the indirect diffuse texture not being ignored when it should…
anisunity May 5, 2020
407d7ec
Fixed a performance issue with stochastic ray traced area shadows. (#…
anisunity May 5, 2020
1b9cdc2
[Backport 8.x.x] Updated raytracing async compute warning. (#305)
JulienIgnace-Unity May 6, 2020
102ce99
[Backport 8.x.x] Fixed a null ref exception in static sky when the de…
JulienIgnace-Unity May 6, 2020
1f9ee66
[Backport 8.x.x] Fixed an error about procedural sky being logged by …
JulienIgnace-Unity May 6, 2020
0b29892
[Backport 8.x.x] Hdrp/public static sky (#309)
JulienIgnace-Unity May 6, 2020
80ea1a3
[Backport 8.x.x] Added a function to reset the reference size of RTHa…
JulienIgnace-Unity May 6, 2020
d861f7a
[Backport 8.x.x] Fix flickering lighting in the scene and game view w…
JulienIgnace-Unity May 6, 2020
b25af4a
[8.x.x Backport] Fix issue with ambient probe not being correct with …
FrancescoC-unity May 6, 2020
31b0f52
[Backport 8.x.x] Fixed some gcalloc in the debug window (#465)
JulienIgnace-Unity May 14, 2020
da8c76d
[Backport 8.x.x] Hdrp/small ui update (#467)
JulienIgnace-Unity May 14, 2020
1668c2b
[Backport 8.x.x] PBR Sky renderer now shares its internal precomputat…
JulienIgnace-Unity May 14, 2020
9c412ab
[Backport 8.x.x] New tooltip for camera background and fixed exposure…
JulienIgnace-Unity May 14, 2020
df6775b
[Backport 8.x.x] Fixed asset preview being rendered white because of …
JulienIgnace-Unity May 14, 2020
2b73695
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde May 14, 2020
77b09ac
[8.x.x Backport] Fix issue with corrupted values with Layer Lit when …
FrancescoC-unity May 14, 2020
859ce07
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde May 15, 2020
5b4620c
fix issue with ShowPrePassAndPostPass
sebastienlagarde May 12, 2020
ff8601d
Fix an issue in reading the gbuffer for ray traced subsurface scatter…
anisunity May 22, 2020
3b309c6
[8.x.x backport] Change exposure compensation in the default volume p…
FrancescoC-unity May 22, 2020
8f043ac
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde May 27, 2020
c895648
Fix Look Dev default profile not updating correctly #630
JulienIgnace-Unity May 27, 2020
4f1dda1
[10.x.x] Fix issue with Lookdev not compiling in player
sebastienlagarde May 27, 2020
e2148c3
bump versions (#614)
FrancescoC-unity Jun 6, 2020
d780038
Backport
FrancescoC-unity Jun 11, 2020
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8 changes: 4 additions & 4 deletions TestProjects/HDRP_RuntimeTests/Packages/manifest.json
Original file line number Diff line number Diff line change
Expand Up @@ -7,10 +7,10 @@
"com.unity.render-pipelines.high-definition": "file:../../../com.unity.render-pipelines.high-definition",
"com.unity.render-pipelines.high-definition-config": "file:../../../com.unity.render-pipelines.high-definition-config",
"com.unity.shadergraph": "file:../../../com.unity.shadergraph",
"com.unity.test-framework": "1.1.5",
"com.unity.test-framework.build": "0.0.1-preview.3",
"com.unity.test-framework.utp-reporter": "0.1.3-preview.17",
"com.unity.testframework.graphics": "7.1.12-preview",
"com.unity.test-framework": "1.1.14",
"com.unity.test-framework.build": "0.0.1-preview.12",
"com.unity.test-framework.utp-reporter": "1.0.0-preview",
"com.unity.testframework.graphics": "7.1.13-preview",
"com.unity.testing.hdrp": "file:../../../com.unity.testing.hdrp",
"com.unity.ugui": "1.0.0",
"com.unity.visualeffectgraph": "file:../../../com.unity.visualeffectgraph",
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -36,10 +36,12 @@ protected T Cast<T>(object o)
where T : class
{
var casted = o as T;
string typeName = o == null ? "null" : o.GetType().ToString();

if (casted == null)
{
string typeName = o == null ? "null" : o.GetType().ToString();
throw new InvalidOperationException("Can't cast " + typeName + " to " + typeof(T));
}

return casted;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ public override void OnInspectorGUI()
EditorGUI.BeginProperty(lineRect, label, m_IsGlobal);
{
EditorGUI.BeginChangeCheck();
isGlobal = EditorGUILayout.Popup(label, isGlobal, m_Modes);
isGlobal = EditorGUI.Popup(lineRect, label, isGlobal, m_Modes);
if (EditorGUI.EndChangeCheck())
m_IsGlobal.boolValue = isGlobal == 0;
}
Expand Down
11 changes: 11 additions & 0 deletions com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs
Original file line number Diff line number Diff line change
Expand Up @@ -236,6 +236,17 @@ public void UnRegisterDebug()
//m_DebugParameters.UnRegisterDebug();
}

/// <summary>
/// Resets the reference size of the internal RTHandle System.
/// This allows users to reduce the memory footprint of render textures after doing a super sampled rendering pass for example.
/// </summary>
/// <param name="width">New width of the internal RTHandle System.</param>
/// <param name="height">New height of the internal RTHandle System.</param>
public void ResetRTHandleReferenceSize(int width, int height)
{
m_Resources.ResetRTHandleReferenceSize(width, height);
}

/// <summary>
/// Import an external texture to the Render Graph.
/// </summary>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -659,6 +659,11 @@ internal void Clear()
#endif
}

internal void ResetRTHandleReferenceSize(int width, int height)
{
m_RTHandleSystem.ResetReferenceSize(width, height);
}

internal void Cleanup()
{
foreach (var value in m_TexturePool)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -134,6 +134,17 @@ public void SwapAndSetReferenceSize(int width, int height, MSAASamples msaaSampl
m_RTHandleSystem.SetReferenceSize(width, height, msaaSamples);
}

/// <summary>
/// Reset the reference size of the system and reallocate all textures.
/// </summary>
/// <param name="width">New width.</param>
/// <param name="height">New height.</param>
public void ResetReferenceSize(int width, int height)
{
m_RTHandleSystem.ResetReferenceSize(width, height);
}


void Swap()
{
foreach (var item in m_RTHandles)
Expand Down
16 changes: 14 additions & 2 deletions com.unity.render-pipelines.core/Runtime/Textures/RTHandleSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -125,13 +125,25 @@ internal void Remove(RTHandle rth)
m_AutoSizedRTs.Remove(rth);
}

/// <summary>
/// Reset the reference size of the system and reallocate all textures.
/// </summary>
/// <param name="width">New width.</param>
/// <param name="height">New height.</param>
public void ResetReferenceSize(int width, int height)
{
m_MaxWidths = width;
m_MaxHeights = height;
SetReferenceSize(width, height, m_ScaledRTCurrentMSAASamples, reset: true);
}

/// <summary>
/// Sets the reference rendering size for subsequent rendering for the RTHandle System
/// </summary>
/// <param name="width">Reference rendering width for subsequent rendering.</param>
/// <param name="height">Reference rendering height for subsequent rendering.</param>
/// <param name="msaaSamples">Number of MSAA samples for multisampled textures for subsequent rendering.</param>
public void SetReferenceSize(int width, int height, MSAASamples msaaSamples)
public void SetReferenceSize(int width, int height, MSAASamples msaaSamples, bool reset = false)
{
m_RTHandleProperties.previousViewportSize = m_RTHandleProperties.currentViewportSize;
m_RTHandleProperties.previousRenderTargetSize = m_RTHandleProperties.currentRenderTargetSize;
Expand All @@ -140,7 +152,7 @@ public void SetReferenceSize(int width, int height, MSAASamples msaaSamples)
width = Mathf.Max(width, 1);
height = Mathf.Max(height, 1);

bool sizeChanged = width > GetMaxWidth() || height > GetMaxHeight();
bool sizeChanged = width > GetMaxWidth() || height > GetMaxHeight() || reset;
bool msaaSamplesChanged = (msaaSamples != m_ScaledRTCurrentMSAASamples);

if (sizeChanged || msaaSamplesChanged)
Expand Down
10 changes: 10 additions & 0 deletions com.unity.render-pipelines.core/Runtime/Textures/RTHandles.cs
Original file line number Diff line number Diff line change
Expand Up @@ -294,5 +294,15 @@ MSAASamples msaaSamples
msaaSamples
);
}

/// <summary>
/// Reset the reference size of the system and reallocate all textures.
/// </summary>
/// <param name="width">New width.</param>
/// <param name="height">New height.</param>
public static void ResetReferenceSize(int width, int height)
{
s_DefaultInstance.ResetReferenceSize(width, height);
}
}
}
34 changes: 30 additions & 4 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
@@ -1,13 +1,38 @@
# Changelog
# Changelog
All notable changes to this package will be documented in this file.

The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [Unreleased]

Version Updated
The version number for this package has increased due to a version update of a related graphics package.
### Added
- Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems.

### Fixed
- Fixed shadowmask UI now correctly showing shadowmask disable
- Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled).
- Fixed a performance issue with stochastic ray traced area shadows.
- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.
- Fixed a null ref exception in static sky when the default volume profile is invalid.
- Fixed an error about procedural sky being logged by mistake.
- Fixed flickering of the game/scene view when lookdev is running.
- Fixed some GCAlloc in the debug window.
- Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.
- Fixed over consumption of GPU memory by the Physically Based Sky.
- Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.
- Fixed an issue where asset preview could be rendered white because of static lighting sky.
- Fixed an issue where static lighting was not updated when removing the static lighting sky profile.
- Fixed SceneView Draw Modes not being properly updated after opening new scene view panels or changing the editor layout.
- Fixed depth prepass and postpass being disabled after changing the shader in the material UI.
- Fix an issue in reading the gbuffer for ray traced subsurface scattering (case 1248358).
- Fixed an issue where editing the Look Dev default profile would not reflect directly in the Look Dev window.
- Fixed issue with blue line in prefabs for volume mode.

### Changed
- Shadowmask and realtime reflection probe property are hide in Quality settings
- Made the StaticLightingSky class public so that users can change it by script for baking purpose.
- Changed default exposure compensation to 0.

### Fixed
- Fixed a cause of NaN when a normal of 0-length is generated (usually via shadergraph).
Expand Down Expand Up @@ -78,7 +103,6 @@ The version number for this package has increased due to a version update of a r
- Fixed scalarization code for contact shadows
- Fix MaterialBalls having same guid issue
- Fix spelling and grammatical errors in material samples
- Fixed SceneView Draw Modes not being properly updated after opening new scene view panels or changing the editor layout.

### Changed
- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.
Expand Down Expand Up @@ -654,6 +678,8 @@ The version number for this package has increased due to a version update of a r
- Added a fix script to handle the warning 'referenced script in (GameObject 'SceneIDMap') is missing'
- Fix Wizard load when none selected for RenderPipelineAsset
- Fixed issue with unclear naming of debug menu for decals.
- Fixed issue with reflection probes in realtime time mode with OnEnable baking having wrong lighting with sky set to dynamic (case 1238047).
- Fixed corrupted values on LayeredLit when using Vertex Color multiply mode to multiply and MSAA is activated.

### Changed
- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,12 @@ public class NewSky : SkySettings
}
return hash;
}

public override int GetHashCode(Camera camera)
{
// Implement if your sky depends on the camera settings (like position for instance)
return GetHashCode();
}
}

```
Expand Down Expand Up @@ -159,6 +165,10 @@ class NewSkyRenderer : SkyRenderer
}

```
### Important note:
If your sky renderer has to manage heavy data (like precomputed textures or similar things) then particular care has to be taken. Indeed, one instance of the renderer will exist per camera so by default if this data is a member of the renderer, it willl also be duplicated in memory.
Since each sky renderer can have very different needs, the responsbility to share this kind of data is the renderer's and need to be implemented by the user.

<a name="RenderingShader"></a>

## Sky rendering Shader
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -8,4 +8,8 @@ From Unity 2020.1, the HDRP-specific settings of the scene view camera (anti-ali

## Cookie baking

From Unity 2020.1, Cookie on light are not taken into account for the lightmaps / Lightprobes. This support is always enable with HDRP.
From Unity 2020.1, Cookie on light are not taken into account for the lightmaps / Lightprobes. This support is always enable with HDRP.

## Default Volume Profile

From Unity 2020.1, the Default Volume Profile asset has changed so that the Exposure component sets the default Compensation to 0.
Original file line number Diff line number Diff line change
Expand Up @@ -40,22 +40,19 @@ public override void OnInspectorGUI()

if (!m_Enable.value.hasMultipleDifferentValues)
{
using (new EditorGUI.DisabledGroupScope(!m_Enable.value.boolValue))
{
PropertyField(m_Length, EditorGUIUtility.TrTextContent("Length", "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters."));
PropertyField(m_DistanceScaleFactor, EditorGUIUtility.TrTextContent("Distance Scale Factor", "Dampens the scale up effect HDRP process with distance from the Camera."));
m_MinDistance.value.floatValue = Mathf.Clamp(m_MinDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_MinDistance, EditorGUIUtility.TrTextContent("Min Distance", "Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters."));
PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters."));
m_FadeInDistance.value.floatValue = Mathf.Clamp(m_FadeInDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_FadeInDistance, EditorGUIUtility.TrTextContent("Fade In Distance", "Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters."));
PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Out Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters."));
PropertyField(m_Opacity, EditorGUIUtility.TrTextContent("Opacity", "Controls the opacity of the Contact Shadow."));
base.OnInspectorGUI();
GUI.enabled = useCustomValue;
PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Controls the number of samples HDRP uses for ray casting."));
GUI.enabled = true;
}
PropertyField(m_Length, EditorGUIUtility.TrTextContent("Length", "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters."));
PropertyField(m_DistanceScaleFactor, EditorGUIUtility.TrTextContent("Distance Scale Factor", "Dampens the scale up effect HDRP process with distance from the Camera."));
m_MinDistance.value.floatValue = Mathf.Clamp(m_MinDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_MinDistance, EditorGUIUtility.TrTextContent("Min Distance", "Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters."));
PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters."));
m_FadeInDistance.value.floatValue = Mathf.Clamp(m_FadeInDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
PropertyField(m_FadeInDistance, EditorGUIUtility.TrTextContent("Fade In Distance", "Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters."));
PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Out Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters."));
PropertyField(m_Opacity, EditorGUIUtility.TrTextContent("Opacity", "Controls the opacity of the Contact Shadow."));
base.OnInspectorGUI();
GUI.enabled = useCustomValue;
PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Controls the number of samples HDRP uses for ray casting."));
GUI.enabled = true;
}
}
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -783,6 +783,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera
);
HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false);
HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode);
HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn);

base.CollectShaderProperties(collector, generationMode);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -794,6 +794,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera
);
HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false);
HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode);
HDSubShaderUtilities.AddPrePostPassProperties(collector, false, false);

base.CollectShaderProperties(collector, generationMode);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -899,6 +899,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera
);
HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, alphaTestShadow.isOn);
HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode);
HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn);

base.CollectShaderProperties(collector, generationMode);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -14,8 +14,7 @@ class HDLitGUI : HDShaderGUI
// For surface option shader graph we only want all unlit features but alpha clip and back then front rendering
const SurfaceOptionUIBlock.Features surfaceOptionFeatures = SurfaceOptionUIBlock.Features.Unlit
^ SurfaceOptionUIBlock.Features.AlphaCutoffThreshold
^ SurfaceOptionUIBlock.Features.BackThenFrontRendering
^ SurfaceOptionUIBlock.Features.ShowAfterPostProcessPass;
^ SurfaceOptionUIBlock.Features.BackThenFrontRendering;

MaterialUIBlockList uiBlocks = new MaterialUIBlockList
{
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1119,6 +1119,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera
);
HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, alphaTestShadow.isOn);
HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode);
HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn);

base.CollectShaderProperties(collector, generationMode);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1424,6 +1424,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera
);
HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false);
HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode);
HDSubShaderUtilities.AddPrePostPassProperties(collector, false, false);

base.CollectShaderProperties(collector, generationMode);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -26,6 +26,7 @@ public enum Features
ReceiveSSR = 1 << 8,
ShowAfterPostProcessPass = 1 << 9,
Unlit = Surface | BlendMode | DoubleSided | DoubleSidedNormalMode | AlphaCutoff | AlphaCutoffShadowThreshold | AlphaCutoffThreshold | BackThenFrontRendering | ShowAfterPostProcessPass,
ShowPrePassAndPostPass = 1 << 11,
Lit = All,
All = ~0,
}
Expand Down Expand Up @@ -483,11 +484,14 @@ void DrawSurfaceGUI()
if (transparentBackfaceEnable != null)
materialEditor.ShaderProperty(transparentBackfaceEnable, Styles.transparentBackfaceEnableText);

if (transparentDepthPrepassEnable != null)
materialEditor.ShaderProperty(transparentDepthPrepassEnable, Styles.transparentDepthPrepassEnableText);
if ((m_Features & Features.ShowPrePassAndPostPass) != 0)
{
if (transparentDepthPrepassEnable != null)
materialEditor.ShaderProperty(transparentDepthPrepassEnable, Styles.transparentDepthPrepassEnableText);

if (transparentDepthPostpassEnable != null)
materialEditor.ShaderProperty(transparentDepthPostpassEnable, Styles.transparentDepthPostpassEnableText);
if (transparentDepthPostpassEnable != null)
materialEditor.ShaderProperty(transparentDepthPostpassEnable, Styles.transparentDepthPostpassEnableText);
}

if (transparentWritingMotionVec != null)
materialEditor.ShaderProperty(transparentWritingMotionVec, Styles.transparentWritingMotionVecText);
Expand Down
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