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Merged
merged 4 commits into from
Jun 16, 2020

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pmavridis
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@pmavridis pmavridis commented Jun 12, 2020

Purpose of this PR

https://fogbugz.unity3d.com/f/cases/1244578/
https://fogbugz.unity3d.com/f/cases/1250864/

Apparently we should not call PrefabUtility.IsPartOfPrefabInstance inside OnValidate for prefab objects, so I delay the call for the next update.


Testing status

  • The warning does not repro anymore with the project attached in case 1244578
  • Tests are green.

QA should also test that emissive meshes on prefab instances continue to work as before (not sure we cover everything in tests).

@pmavridis pmavridis added the HDRP label Jun 12, 2020
@pmavridis pmavridis requested review from sebastienlagarde, RSlysz and a team June 12, 2020 14:29
@@ -2282,6 +2283,18 @@ private void Start()
m_Animated = GetComponent<Animator>() != null;
}

void Update()
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It is sad we must delay the needRefreshPrefabInstanceEmissiveMeshes refresh here:
Now, we must support a call from C++ to C# at each frame. So it is consuming resources (even if very few)
I expect small performance drawback fro scene with a lot of lights

Could it be first thing done in the already used LateUpdate?

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This seems to work for me (tests still green and warning does not repro in test project).

Before merge, just to be safe, I think @TomasKiniulis should also take it for another spin with his repro project with emissive mesh prefabs.

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Looks all good to me in LateUpdate too. Checking selecting emissive mesh prefab instances/variants, entering their prefab mode, adding additional prefab instances/variants in prefab mode, not encountering the warning

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Checked repro project with emissive meshes. prefab instances and variants. Not encountering any warnings anymore

@sebastienlagarde sebastienlagarde merged commit f1812fa into HDRP/staging Jun 16, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/case_1244578 branch June 16, 2020 17:05
sebastienlagarde added a commit that referenced this pull request Jun 18, 2020
* Adding purge of unused resources in render graph. (#872)

* First round of auto-exposure docs updates (#858)

* start of volume docs (need switching branch)

* moar docs

* Reviewed exposure override

* Reviewed render pipeline debug window doc and changed some formatting

* Changed html links to md

* Update HDRP-Camera.md

* Removed rogue space

* Small changes to the exposure page

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix depth offset and transparent motion vector for unlit transparent (#896)

* Fix depth offset and transparent motion vector for unlit transparent

* cleanup and fix the shadow pre/post alpha clip

* Fixed an exception occuring when a camera doesn't have an HDAdditionalCameraData (1254383). (#846)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Generates Include command issue with Physically Based Sky (#908)

* Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool

* Update ShaderVariablesPhysicallyBasedSky.cs.hlsl

* Fix ray tracing with XR single-pass (#891)

* removed warnings related to ray binning in XR

* fix RenderRayTracedReflections with XR

* add errors if Path Tracing is used with XR single-pass

* add missing shader macros

* add entry to changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/clean shader stacks fields (#906)

* Cleanup the HD fields

* Fix distortion appearing two times in the UI

* Pbr sky fixes metal (#911)

* Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool

* Update ShaderVariablesPhysicallyBasedSky.cs.hlsl

* Fix constant buffer layout for physically based sky
    - Update Vector3 to Vector4 to reflect actual padding/layout for non-DX
      platforms (both are 16 bytes in the shader space, but 12 bytes in C#)
    - Updates to shader code to reference only the float3 data being set up

* Update references screenshots

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Cleaun shader config for shadow (#917)

* Move HDShadowFilteringQuality to main package as it is not used anymore

* Update Upgrading-from-2020.1-to-2020.2.md

* Add comment for _IncludeIndirectLighting for emissive mesh and clean ShaderPas template code

* Fix shader warning

* Fix shader config in DXR projects

* Fix warnings (#920)

* Enable render graph test (#873)

* re revert the PR

* Fixed planar probes with render graph.

* Fixed an issue with msaa resolve pass when movecs aren't enabled.

Co-authored-by: Julien Ignace <julien@unity3d.com>

* Add light layer on indirect lighting controller (#777)

* Add support for reflection controller.

* Fix compilation

* Fixed compilation issue and naming

* Fixed compilation issue and naming

* Update IndirectLightingControllerEditor.cs

* Update CHANGELOG.md

* Update Override-Indirect-Lighting-Controller.md

* Update Override-Indirect-Lighting-Controller.md

* Update Override-Indirect-Lighting-Controller.md

* Update. Indirect controller also affect planar

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Update IndirectLightingController.cs

* Compute shader stripping (#919)

* Compute shader stripping

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Enable DXR automated tests for XR (#915)

* disable unsupported dxr tests in xr

* enable dxr tests in xr on Yamato

* add HDRP_DXR playmode_XR to ABV

* Change guards around ESRAM code  (#922)

* Change unity version guards for ESRAM

* move commas

* Bump min version (#923)

* Add a comment about packing float3/float4

* Added Opaque Cull Mode option for materials and ShaderGraph (#918)

* Added the CullMode property for opaque objects

* Updated changelog

* Updated Opaque 8101 test

* Fix SG preview and settings indent level

* Add culmode opaque unlit

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add test scene for SG vertex normal & tangent (#905)

* Add test scene for vertex normal and vertex tangent

* Add references images for other API

* Updated the 2020.1 upgrade guide for custom pass volumes (#924)

* HDRP Upgrade documentation for terrain new upgrade path (#901)

* Upgrading documentation update

* Typo

* Added link to Terrain class

* Fix warning in HDAdditionalLightData OnValidate (#885)

* fix warning in HDAdditionalLightData OnValidate

* Changelog

* Avoid calling update

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [10.x.x@ Update screenshots of test 8101 Opaque for HDRP test for Linux and Win Vulkank

* Add the list of HDRP forbidden keywords in SG blackboard (#926)

* Add the list of forbidden keywords to use in SG blackboard in the doc

* Update Customizing-HDRP-materials-with-Shader-Graph.md

* Update Customizing-HDRP-materials-with-Shader-Graph.md

* Add [MainColor] and [MainTexture] on property (#939)

* Scene exposure override (#889)

* Scene Exposure Override

* Changelog

* better changelog

* fix

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Exposure curve remapping can specify curves for min/max limits (#882)

* Port code

* changelog

* Revert HDRP asset

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* IES Code path refactoring to support multiple SRP (#929)

* Refactor

* Refacto to support multiple SRPs

* Missing doc + Re-enable PreviewGUI in the Inspector

* Add Icons for IES Profiles

* Rename Compositor to Graphics Compositor (#950)

* Rename (HDRP) Compositor to Graphics Compositor

* Missed a few occurancies

* Ray traced reflection presets and fixes (#912)

* - Fixed a bug related to denoising ray traced reflections.
- Added presets for ray traced reflections.

* Testing the asset of the ray tracing usage parameters in ssr

* Mistake in history rejection for RTR

* Only use one texture for ray traced reflection upscaling
Adjust the upscale radius based on the roughness value

* Adjusted the preset values

* Updating the screenshots after changing the upscale radius metric.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed a warning in the ray tracing ambient occlusion compute shader. (#953)

* - Fixed a warning in the ray tracing ambient occlusion compute shader.

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* - Changed the way the filter size is decided for directional, point and spot shadows (#951)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Various code cleanup in HDRP indirect diffuse lighting + Start remove macro RAYTRACING (#937)

* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup

* Final Image Histogram Debug View (#887)

* Final image histogram ported

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Cleanup area shadow code and Macro + remove more Raytracing macro (#945)

* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup

* Clean area shadow code and remove usless macro

* update shader config files for projects

* Better naming for SKIP_RASTERIZED_AREA_SHADOWS

* Update Upgrading-from-2020.1-to-2020.2.md

* remove useless comment

* HDRP: Fix shader warning in RaytracingAmbientOcclusion.compute

* HDRP: Fix standalone build (Break in Exposure scene settings PR)

* HDRP: Update HDRenderPipeineResources.asset not up to date

* Cleanup HAVE_RECURSIVE_RENDERING usage (#958)

* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup

* Clean area shadow code and remove usless macro

* update shader config files for projects

* Better naming for SKIP_RASTERIZED_AREA_SHADOWS

* Update Upgrading-from-2020.1-to-2020.2.md

* remove useless comment

* cleanup have deferred rendering

* Move Screen Space Shadow to multicompile and remove config requirement for DXR (#960)

* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup

* Clean area shadow code and remove usless macro

* update shader config files for projects

* Better naming for SKIP_RASTERIZED_AREA_SHADOWS

* Update Upgrading-from-2020.1-to-2020.2.md

* remove useless comment

* cleanup have deferred rendering

* Clean RaytracingIndirectDiffuse.compute code

* Move screen space shadow to a multicompile + remove Raytracing macro

* Remove config package from DXR Test

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Jesse Barker <jesseb@unity3d.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request Aug 3, 2020
sebastienlagarde added a commit that referenced this pull request Aug 4, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* 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.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* hide exposure compensation for fixed exposure (#535)

* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs

* [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522

* Use path relative to package for depth of field #523

* Fix taaFrameIndex and restore TAA tests for XR #534

* Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538)

* fix DXR manifest

* update reference screenshots

* [Backport 7.x.x] Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time. (#988)

* Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time.

* Update changelog

* [Backport 7.x.x] Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once. (#990)

* Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs

* Update changelog

* [Backport 7.x.x] Add defines guards around shadows hlsl files (#1091)

* Add guards to shadow includes

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl

* changelog

* [Backport 7.x.x]  Fix issue with light layers > 7 in the deferred path (#1093)

* Mask layers to consider only the supported 8 bits

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fix decal being duplicated in prefab isolation mode.  (#1103)

* Fixed decals being duplicated in prefab isolation mode.

* Fix decals in the player.

* Update changelog

* Revert "[Backport 7.x.x] Fix decal being duplicated in prefab isolation mode.  (#1103)"

This reverts commit 5e5ecd9.

* Update CHANGELOG.md

* Hdrp/docs/volumetric lighting format fix (#628)

* Updated volumetric lighting and subsurface scattering docs

* Update Override-Diffusion-Profile.md

* Adds mention of fidelityfx-cas as requested by AMD (#629)

* Update Light-Component.md (#682)

* Fix transparent movec scene view #698

* Update HDRP-Camera.md (#706)

* Update Reflection-Probe (#790)

* Update Reflection-Probe.md

* Update Reflection-Probe.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix reflection probe framesettings override #796

* Workaround for GetKernelThreadGroupSizes returning wrong data #760

* Sanitize transparent motion vectors setting #761

* Fix issue with blocky artifacts when decals affecting metallic are applied on specular color workflow #823

* Force post process parent setting to be before child settings #799

* Fixed logic of test on presence of HDRP asset that would wrongly trigger (#824)

a warning message when not in batch mode.

* Fix warning in HDAdditionalLightData OnValidate #885

* Revert "Fix warning in HDAdditionalLightData OnValidate #885"

This reverts commit 1798e28.

* Fix warning in HDAdditionalLightData OnValidate #885

* Fix warning in HDAdditionalLightData OnValidate #885 - fix merge issue

* Editing volumes via script doc (#884)

* Added Volumes API doc

* Update Volumes-API.md

* Changed terminology back to Volume Override

* Added terminology disclaimer

* Fix message for metal and ao (#859)

* Update HDR information. Also updated format and links. (#853)

* Fix issue with the blue line of prefab modifications for Volume mode #860

* Recompute FOV when generating PixelCoord To WorldSpace View Direction Matrix #865

* Rename h to hlsl

* Change extensions of CAS includes from h to hlsl #961

* Fix SSAO with double sided material and normal mode to none #1043

* fix typo in the Render Pipeline Wizard #1037

* Fix emissive mesh layer mask behaviour #1062

* Fix for area light baked data not updating when changing the gizmo #1075

* Fixed an error when switch area light shape to disk while an emissive… #1112

* Have the PBR Sky not render black when below horizon #1116

* Fix area light gizmo not updating engine side light v2 #1156

* Fix XR single-pass macros in tessellation shaders #1160

* Update Override-Micro-Shadows.md (#1236)

* Added disclaimer to volumes (#1247)

* Fix XR Display providers not getting zNear and zFar updated on them. #1269

* Moved requirements in toc to make it consistent with URP/VFX #1352

* Docs quality fixes #1445

* Added enable Volume snippet #1477

* Update Volume-Override-Enable-Override.md

* Porting console fixes to staging (#699)

* Fix some NaNs issues on consoles - fix

* [7.x.x Backport] Fix exposure white flash when enabling SSR (#845)

* inform postprocess

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fix depth pyramid issues with dynamic resolution  (#849)

* Port

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed Look Dev with Light Theme (#1101)

* Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. (#1104)

* Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change.

* Fixed issue when using Custom

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed an issue where look dev lighting would go black when a new scene is loaded. (#1321)

* Fixed an issue where look dev lighting would go black when a new scene is loaded.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
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Impossible pushed a commit that referenced this pull request Sep 3, 2020
* fix warning in HDAdditionalLightData OnValidate

* Changelog

* Avoid calling update

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
sebastienlagarde added a commit that referenced this pull request Nov 16, 2020
* Fix warning in HDAdditionalLightData OnValidate #885

* Fix XR multipass #1133

* Update Override-Micro-Shadows.md (#1236)

* Added disclaimer to volumes (#1247)

* Added missing volumes API toc entry (#1259)

* Fix XR Display providers not getting zNear and zFar updated on them. #1269

* Remove MSAA debug mode when renderpipeline asset has no MSAA #1289

* Added menu items doc

* Moved requirements in toc to make it consistent with URP/VFX #1352

* Fix compilation issue when XR is not available #1391

* Fix an issue with dynamic resolution handler in case no OnResolutionChange callback is defined #1403

* Change a multi compile to multi compile local to reduce number of keyword #1444

* Docs quality fixes #1445

* Added enable Volume snippet

* Update Volume-Override-Enable-Override.md

* Update HDCamera.cs

* Fix layer-related error caused by disabling emissive area light mesh #1506

* Make sure sun icon is not clipped in lookdev window #1515

* Fix for LookDev displaying probes as pink spheres #1521

* Fix issue with disc area light editor not updating #1526

* Fixed an issue where only one of the two lookdev views would update when changing the default lookdev volume profile. #1529

* Hdrp/update decal atlas when texture changes #1532

* Fix Screen position out of view frustum issues when planar reflection probe is at same camera location #1537

* Make sure diffusion profile is correct upon its editor reset #1538

* Added propagating nans doc (#1562)

* Added propagating nans doc

* Added information about HDRP's NanTracker

* GFXGI-237: Force update for static skies when camera type is set to S… #1570

* Hdrp/docs/shader additions #1580

* Added information about HDRP not upgrading particle shaders (#1601)

* Added information about HDRP not upgrading particle shaders

* Update Upgrading-To-HDRP.md

* Update Upgrading-To-HDRP.md

* Changed cog to gear to adhere to style guide rules #1611

* Added build settings setup (#1631)

* Fixing the remapping of Min/Max parametrizations values to Amplitude parametrizations values

* Updating UI to match documentation of LayeredLit

* Hdrp/fix/terrain layer parametrization #1678

Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
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Co-authored-by: Ben Spencer <github@raytracing.co.uk>
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