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Internal/2022.3/staging #8060
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Internal/2022.3/staging #8060
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…n Server Builds (UUM-56965) When running server builds calling `{GetType().DeclaringType.Name}` will give a NullReferenceException. This happens in two places inside the URP Codebase. To fix this the calls are simply removed as they don't provide much value.
Fix for a distorted viewport when using no intermediate texture in XR rendering. When activating dynamic resolution and using a scale of < 1, the image becomes distorted. This fixes this issue.
…efore validating them. This PR add an extra check to `ScriptableRendererData.OnValidate` to ensure we only validate `ScriptableRendererFeatures` when all scripts have been compiled. Not doing so can lead to errors being thrown to the console during import (see attached Jira ticket). Jira: https://jira.unity3d.com/browse/UUM-58944
Fix https://jira.unity3d.com/browse/UUM-66215 where the layout of elements in DOTS Entity Baking Preview panel changes depending on if Material foldout UI is expanded or not. When the material foldout GUI is expanded on URP or HDRP, it affects other UI drawn afterwards because the UI logic modified persistent `EditorGUIUtility.labelWidth` value and didn't restore it properly after drawing its widgets. This PR fixes that by resetting the value to 0 after drawing the material options. The fix is made separately on CoreRP (used by URP Material Editor) and HDRP because the UI has separate implementations. Note: we are simply setting the labelWidth to 0 instead of restoring whatever value it was before, because 0 is a special value that cannot be retrieved by using the property getter of `EditorGUIUtility.labelWidth` - if the internal value is 0, it will return some predetermined values instead (see [implementation](https://github.cds.internal.unity3d.com/unity/unity/blob/trunk/Editor/Mono/EditorGUIUtility.cs#L1367-L1379)). Therefore we must make the assumption that 0 is the correct value to be restored in this case.
…emultiplied alpha This PR fixes the issue Adds an option to multiply specular by opacity by disabling preserve specular This is not technically correct but offers similar control to transparents that are not in premultiply mode and helps for VFX. Disabling affect specular in material settings provides the same result as before, but now you have an option to get a different result, so maybe not really needed to mention in upgrade guide as now it's working more as expected (previously the option had no effect) Bug:https://jira.unity3d.com/browse/UUM-48661 Backport:https://jira.unity3d.com/browse/UUM-51549
…ming is forced depth copy after depth priming happens after screenspace shadows and it should be vice versa due to the fact, that both events are the same. this PR increases the event of screenspace shadows by one just to guarantee the correct sequencing of the passes
…ogic to match the non-NRP path In some edge cases, when NativeRenderPass is enabled, MSAA resolve errors are thrown, because of incorrect render target setup when using a camera target texture. This PR makes sure the same logic used in the non-NRP path is used when NRP is enabled
…(UUM-44446) Backport of #38151.
2022.3 model invalidation backports This PR includes fixes from several trunk PRs: - https://github.cds.internal.unity3d.com/unity/unity/pull/41986 - https://github.cds.internal.unity3d.com/unity/unity/pull/45606 - https://github.cds.internal.unity3d.com/unity/unity/pull/40877
Fixed an issue in recorder with output textures caused by a previous PR: https://github.cds.internal.unity3d.com/unity/unity/pull/46637
… node doc As in title
…d in #include files Backport of https://github.cds.internal.unity3d.com/unity/unity/pull/45790 From trunk PR: Fixes [UUM-62756](https://jira.unity3d.com/browse/UUM-62756). The public documentation states the shader compiler will ignore Unity-specific #pragma directives in files included through #include, however this behavior was broken as they were being reported in both #include and #include_with_pragmas. This change fixes that so they're not reported in #include files. Also, added a warning message when someone uses #include_with_pragmas within a file that was itself included with #include. In that particular case, #include_with_pragmas will be treated as #include, meaning all Unity-specific pragmas it might contain will be ignored. Bug: https://jira.unity3d.com/browse/UUM-62756 Backport: https://jira.unity3d.com/browse/UUM-63801
…with escape key Jira: UUM-61583 Steps to repro: - Create a new HDRP/URP project - Create a new VFX Graph - Create two operators that have incompatible slots (`Float` and `Sample Gradient` for instance) - Drag `Float` connection out and hover it over gradient input slot - Hit escape to cancel - Observe wrong type popup gets stuck and moves around with graph ![Unity_IrNrWdfUSY](https://media.github.cds.internal.unity3d.com/user/4003/files/2a6b8809-0eb9-4e74-bc33-dd4ed7e326b4) ![video](https://jira.unity3d.com/secure/attachment/1368545/WrontTypePopup.mp4)
…n the pass is "LightMode" = "Universal2D" Fix missing pass name https://jira.unity3d.com/browse/UUM-36358
…rmal packing functions. Fixes https://jira.unity3d.com/browse/UUM-62216, in which artifacts appear (looks like uninitialized memory) when using the accurate G-buffer normals feature when targeting mobile. This feature uses a pair for function for performing octrahedral encoding and decoding of normals. The function misbehaves when targeting mobile, but not desktop. The main difference between mobile and desktop in shadercode is that desktop treats `half` as float, whereas on mobile `half` actually works. The functions for octahedral encoding take `float`'s as input, and are given `half`'s in the mobile path. In the function, we use `abs()` on the input and then negate it. This combination seems to cause a miscompilation of some sort, presumably because `abs` and negation are both input modifiers rather than real instructions - I'm not entirely sure, but it's some mix of those 3 things - half to float conversion, abs and negation. The most minimal fix that worked was this: ``` float3 UnpackNormalOctQuadEncode(float2 f) { - float3 n = float3(f.x, f.y, 1.0 - abs(f.x) - abs(f.y)); + float3 n = float3(f.x, f.y, 1.0 - abs(real(f.x)) - abs(real(f.y))); ``` But I instead decided to change the functions to use `real` instead of `float` throughout, as it it seemed cleaner. `real` is just an alias for `half` on mobile and `float` on desktop.
… projector pass Fixes https://jira.unity3d.com/browse/UUM-54404, where screen space decals weren't taking into account light cookies. The code to sample cookies is already present in the relevant shader (a shader made with shadergraph decal template), but the keyword for light cookies, `_LIGHT_COOKIES` is not declared. The fix is simply to add the keyword to the relevant pass descriptor. The keyword will automatically be set earlier in the render loop, in `LightCookiesManager.Setup`.
…a block Jira: UUM-59123 When a block is collapsed the activation slot is not visible anymore. Before: ![Unity_JyNrRODGTR](https://media.github.cds.internal.unity3d.com/user/4003/files/b9c5467d-f237-4e52-bd5c-2a9bad57bd26) After: ![Unity_2XV2CCHlve](https://media.github.cds.internal.unity3d.com/user/4003/files/c83c5751-7340-4546-8320-1a43bfd11d5a) Slack thread: https://unity.slack.com/archives/G1BTWN88Z/p1702479571472809
- Bumped SRP packages from 14.0.10 to 14.0.11. - For consistency, added the urp-config package to the editor manifest (see [thread](https://unity.slack.com/archives/C89KFUUCT/p1712083056017469)).
https://jira.unity3d.com/browse/UUM-58350 An internal operation (addComponent) was registering an editor Undo, marking the scene as dirty every time we entered the playmode.
…t camera Set default projection orthographic for pixel perfect camera
…mbient) In the initial rendering of the preview in the inspector window, the ambient color of the default sky may not be ready (black ambient color), due to the lag of GPU readback of the SH coefficients. The ambient color is not updated until the preview is updated by some triggers like hovering the cursor over the inspector. This PR fixes the issue by using the hard-coded value of the default sky's SH.
Add public scripting API for URP TAA settings.
…ositor. Added documentation on how to use the Screen Space Overlay render mode alongside the Graphics Compositor. We decided not to change the actual behavior of SupportedRenderingFeatures.active.rendersUIOverlay when the Graphics Compositor is in use, but instead, to document a way force the rendering of the UI in this context. When the user follows the new documentation steps, the UI is indeed well renderer in the GameView. Tested manually and locally on my Windows machine.
…ity changes https://jira.unity3d.com/browse/UUM-67982 The update logic in the reflection probe atlas was not taking into account the runtime intensity of non real-time probes
update graphics compositor limitation for VR
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