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Internal/2022.3/staging #7978
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Internal/2022.3/staging #7978
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…acing light list This is a backport based on https://github.cds.internal.unity3d.com/unity/unity/pull/35672 for branch 2022.3/staging. This PR is in response to this bug-report: https://jira.unity3d.com/browse/UUM-47230 The artefacts reported are caused by a limit on the maximum number of lights in local neighborhoods in the path tracer. This PR allows users to change this limit through [the shader config mechanism](https://docs.unity3d.com/Packages/[email protected]/manual/HDRP-Config-Package.html).
Fix unexpected missing refraction property in some case of VFX. Issue introduced at https://github.cds.internal.unity3d.com/unity/unity/commit/7986ee8ea4efd9647658ebfd201837e76f6716ef As commented in code, this special additional check is only needed because VFX is taking a shortcut.
Backport of the Shader Variants to Project Settings portion from this https://github.cds.internal.unity3d.com/unity/unity/pull/35561. Slack: https://unity.slack.com/archives/C3KQ4UD6V/p1696334884289169
gathering of PRs Improve computation of hashCode for animationCurves (#35356) Add warning message in light cluster override UI if raytraycing is off (#35343) Fixed an issue where non directional light could react to "interact with sky" flag. (#35349) [HDRP] HDRP Wizard Warning Non-Built-In Materials (#35263) ensure camera are valid before destroying (#35491) Fix the SetData error by adding a max light count + by fixing the Assert (wasn't working) (#35305) fix refcounting and cleanup of skyContext when renderer changes (#35437) [HDRP] Fixed cascaded shadowmaps cascade borders and blending issue with shadow mask (#35432)
Fixed Layered Lit Displacement
Fix for this issue: https://jira.unity3d.com/browse/UUM-52909. Due to some perf improvements and caching, a previous comparison by reference was no longer valid in undo/redo (which undergoes serialization). This quick fix compares properties by ID instead of reference.
Backport https://jira.unity3d.com/browse/UUM-38845 The original artefact that caused the test to be disabled on PS5 did not reproduce anymore. Instead a new bug appeared which is related to the computation of noise values on PS5. The PSSL shader compiler was unhappy to divide by float(0xFFFFFFFF), and failed to generate any noise pattern. The workaround is to replace float(0xFFFFFFFF) by float(0x00FFFFFF), which is the maximal continuous integer value that can be represented as a float (mantissa is 24 bits). Contrary to other backports for this bug, 010-BRG-Simple does not exist on this branch and is thus not an instability. Reference image for PS5 HDRP Runtime test 009-SG-FullScreenTarget was incorrect and did not have procedural noise working: new reference image fixes this.
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