Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Internal/2022.3/staging #8082

Merged
merged 15 commits into from
Jun 28, 2024
Merged

Internal/2022.3/staging #8082

merged 15 commits into from
Jun 28, 2024

Conversation

UnityAljosha
Copy link
Collaborator

Please read the Contributing guide before making a PR.

Checklist for PR maker

  • Have you added a backport label (if needed)? For example, the need-backport-* label. After you backport the PR, the label changes to backported-*.
  • Have you updated the changelog? Each package has a CHANGELOG.md file.
  • Have you updated or added the documentation for your PR? When you add a new feature, change a property name, or change the behavior of a feature, it's best practice to include related documentation changes in the same PR. If you do add documentation, make sure to add the relevant Graphics Docs team member as a reviewer of the PR. If you are not sure which person to add, see the Docs team contacts sheet.
  • Have you added a graphic test for your PR (if needed)? When you add a new feature, or discover a bug that tests don't cover, please add a graphic test.

Purpose of this PR

Why is this PR needed, what hard problem is it solving/fixing?


Testing status

Describe what manual/automated tests were performed for this PR


Comments to reviewers

Notes for the reviewers you have assigned.

gmitrano-unity and others added 15 commits June 11, 2024 13:46
…s enabled)

This change backports the fixes from #43180 into 22.3. In 22.3, the only required change is the removal of the incorrect viewport override code.
https://jira.unity3d.com/browse/UUM-71171

The meta pass of the default HDRP terrain shader (TerrainLit.shader) is currently broken. It always outputs black albedo, resulting in no bounced lighting whatsoever. This was a regression introduced in this PR https://github.cds.internal.unity3d.com/unity/unity/pull/20840, which moved around some shader includes, but neglected to update the Terrain shader according. The bug is essentially that the meta pass is incorrectly using camera-relative rendering. This fix is to restore the missing include in the terrain shader.
gathering of PRs

try to fix warnings (#41363)
Fix custom post process doc example (#41684)
Remove some warning messages from release build (#41734)
Fixed NullReferenceException when exiting Play Mode with HDRP + DLSS+ XR (#41683)
[Jjira # UUM-54446] Fixing haloing artifacts on motion blur. (#41695)
A number of issues with the HDRP mipmap debug views were found and fixed while the revamped SRP mipmap debug views were being worked on. (see https://github.cds.internal.unity3d.com/unity/unity/pull/38619)

This PR simply serves as a backport of those fixes, (see release notes for additional details) and nothing else from that PR.
Everything outside of the "Terrain Texture" widget fix is identical to `trunk` (I technically did not graft commits to port the changes over, but the changes here could be considered to be "clean grafts").

Note: we could also hide the `Texture Streaming` Scene View debug mode (like we did in the previously linked PR)... I am just not entirely certain if we should actually do it, considering the old HDRP mipmap debug views are not the best.
To be fair: under normal circumstances, the `Texture Streaming` Scene View debug mode is hardly functional (many types of objects simply don't render), though maybe someone out there actually relies on it?
…ace in shader graph

Shader Graph's handling of Gradients wasn't updated with the addition of the perceptual color mode on the Gradient unity type.
Quick update to number of Custom Pass Injection Points.
Fixed _FOVEATED_RENDERING_NON_UNIFORM_RASTER shader compilation errors
This PR adds support for cross fade lod support in the URP shaders. This is backported from the main branch.
…ct layer mask

In the Universal Renderer Data, you can select Layer Masks to filter out from the renderer.
For example, you can click URP Renderer > Opaque Layer Mask > Deselect "Water" layer.
If you add a GameObject to that "Water" layer so that the Renderer filters it during rendering, the Motion Vectors for that object are still included in the URP Motion Vector pass.

To avoid that we add Opaque Layer Mask to the MotionVectorRenderPass.
…ugh size for instancing

This PR fixes an issue where the following error was being spawned on the console when enabling the instancing property of a *Decal* `Material` at runtime:

```"Property (_DecalLayerMaskFromDecal) exceeds previous array size (250 vs 1). Cap to previous size. Restart Unity to recreate the arrays."```

This happened because this `MaterialPropertyBlock` property only gets reallocated at domain-reload, which creates an issue when passing from regular drawing (size `1`) to instanced drawing (size `250`) at runtime.
Non trivial backport of [this PR](https://github.cds.internal.unity3d.com/unity/unity/pull/43927)

When we allowed using exposed objects with instancing, we missed one case, using a exposed mesh with mesh particles.

The fix contains 2 parts:
- Identifying which CPU expressions can split instancing batches. Currently just mesh and submeshMask, but easy to add more
- Supporting indirect draw rendering with different meshes

To test, just expose a mesh and plug it directly into the mesh slot of a particle mesh output. Then, create many instances and use different meshes for some instances.
@UnityAljosha UnityAljosha requested review from a team as code owners June 28, 2024 13:55
Copy link

It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page).
See the PR template for more information.
Thank you!

@UnityAljosha UnityAljosha merged commit 1097f60 into 2022.3/staging Jun 28, 2024
4 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.