-
Notifications
You must be signed in to change notification settings - Fork 807
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
Internal/2022.3/staging #8082
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
…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.
Backport https://github.cds.internal.unity3d.com/unity/unity/pull/50033. Also updates test frameworks and tool to latest.
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?
…t to 2022.3) Manual backport of https://github.cds.internal.unity3d.com/unity/unity/pull/26652 I don't know why it was missing
…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.
Fix minor URP documentation issues from feedback tickets. - https://jira.unity3d.com/browse/DOCG-5000 - https://jira.unity3d.com/browse/DOCG-5323 - https://jira.unity3d.com/browse/DOCG-5643 - https://jira.unity3d.com/browse/DOCG-5660 - https://jira.unity3d.com/browse/DOCG-5662 - https://jira.unity3d.com/browse/DOCG-5759 Jira ticket:
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.
It appears that you made a non-draft PR! |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Please read the Contributing guide before making a PR.
Checklist for PR maker
need-backport-*
label. After you backport the PR, the label changes tobackported-*
.CHANGELOG.md
file.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.