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Internal/6000.0/staging #8117

Merged
merged 21 commits into from
Dec 18, 2024
Merged

Internal/6000.0/staging #8117

merged 21 commits into from
Dec 18, 2024

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UnityAljosha
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Purpose of this PR

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


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Comments to reviewers

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…ution.

Jira : [UUM-83862](https://jira.unity3d.com/browse/UUM-83862)

The 'resolution' field of the Reflection Probe is an integer, but it is displayed as an enum value (256, 512, etc.). When comparing two resolution values, they should be treated as integers, but they were being treated as enum values.
…PV with disk streaming enabled

UUM-73635

When creating CellInstancedDebugProbes.probeBuffers, some of the CellData.probePositions vector components are irregularly NaN or very large.

The ProcessDiskStreamingRequest API reads streaming data asynchronously. The reason for the errors is that debug rendering is called while the asynchronous work is not finished.

Modified to call debug rendering when streaming is not in progress.
Backports of PR 56114 & 56734
…re node in Shade…

UUM-90053: Prevent shader warnings when using  the NormalFromTexture node in ShaderGraph
This PR fixes the allowed renderer list in STP's shader to allow it target GLCore since it's possible to support on that renderer. This PR also fixes a visual GLCore specific visual issue in STP relating to reversed Z behavior.
Jira: [UUM-72279](https://jira.unity3d.com/browse/UUM-72279)

As reported in JIRA, the Scene view flickers due to `NaN` output from the hair shader. It is because in `GetHairAngleWorld`, `angles.sinThetaI` can exceed the range [-1, 1] depending on the input hair `normalWS`. (The `L` vector may not be a unit vector in some cases.)
* `half3x3 localToWorld = GetLocalFrame(bsdfData.normalWS, bsdfData.hairStrandDirectionWS);`
* `half3 L = mul(localL, localToWorld);`

I was able to see that this `NaN` problem could happen if both `T` and `L` vectors are a unit vector due to precision. `angles.sinThetaI` can slightly exceed 1.0 so the `FastASin` result will be `NaN` in this case.

![image](https://media.github.cds.internal.unity3d.com/user/3842/files/f49cd338-9620-4d69-84e3-c9248bfb8a87)

By explicitly clamping the angles, we can prevent `NaN` output from `FastASin` calculation.
Jira: [UUM-71157](https://jira.unity3d.com/browse/UUM-71157)

As reported in JIRA, the 4th layer does not work on LayeredLit material when it is copied asset. This is also reproducible if we set the last layer's material to `None` because when the material is copied, the `GUIDArray` is trimmed. By setting the layersGUID size to 4(`kMaxLayerCount`), we can guarantee that the size of the layers to 4 as it is initialized before.

| Before | After |
| -- | -- |
|![image](https://media.github.cds.internal.unity3d.com/user/3842/files/a42c0064-3754-4f13-a446-0ba8e6712349)|![image](https://media.github.cds.internal.unity3d.com/user/3842/files/d56a263b-f6f0-4da1-84a6-90dd9e3fb1ce)|
…cessing is used and fix renderer features

Fix UUM-86922, UUM-83351
…can prevent opening a VFX

How to reproduce:
1. Open the attached “IN-82864” project
2. In the Assets folder open the “EnemyDeath” VFX Graph file
3. Observe the Console log and the Windows prompt

Expected result: VFX Graph window opens as intended without any errors
Actual result: VFX Graph window doesn’t open, a Windows prompt “Select an app to open this .vfx file” appears and an error is logged into the console

Reproducible in: 2022.3.38f1, 6000.0.22f1

Reproducible on: Windows 11
Not reproducible on: No other environments tested

Note: Not reproduced internally by CQA

![](https://jira.unity3d.com/secure/attachment/1568365/image_2024-10-11_214015432.png)
[Provided file](https://jira.unity3d.com/secure/attachment/1568363/EnemyDeath.vfx)
Disabling unstable test that was causing all URP_2D jobs to fail randomly and confuse bisections in QV. This will allow us to re-enable those jobs which are currently globally ignored in this release.
…ormWorldToShadowCoord

Jira: [UUM-73947](https://jira.unity3d.com/browse/UUM-73947)

This PR adds ScreenSpace Shadow coord transform to fix incorrect SS shadow sampling from some shaders, especially for ShaderGraph shaders. URP shaders support a correct SS shadow sampling by directly using `inputData.shadowCoord` which has a cascaded position or a screen position depending on `_MAIN_LIGHT_SHADOWS_SCREEN`. However, since we cannot use vertex output in ShaderGraph, it may be difficult to calculate a correct shadow coord using only `TransformWorldToShadowCoord` unless the user manually adds `_MAIN_LIGHT_SHADOWS_SCREEN` check if SS Shadow is enabled. 


| Before | After |
| -- | -- |
|![Before](https://media.github.cds.internal.unity3d.com/user/3842/files/abd5c548-74af-4fe0-82fc-2e3590f74758)|![After](https://media.github.cds.internal.unity3d.com/user/3842/files/5c80bc48-fcd8-41cb-9cb6-2402d4aa5146)|
Backports for 
1) Fix (Case UUM-83049) Use URP Material for Sprite for Standard URP Material.
2) Fix (Case UUM-90217) Fix case crash on GetSpriteAtlasDependenciesFromBinary when opening specific project
…ject property field

Jira: UUM-85711
Steps to reproduce:
1. Create a Custom Render Texture, set it to 3D
2. Create a new VFX, Open It
3. Create a property field Texture3D
4. Try drag & drop texture in the property field


Actual results: Nothing happens
Expected results: The texture is assigned in the property field

**After the fix**
![Unity_vf1xw6TwGd](https://media.github.cds.internal.unity3d.com/user/4003/files/78b91ab4-a036-4ef8-8cdc-479e725cb3ae)
Jira: UUM-85329

- A new button is added so that users can quickly install learning samples
- The button should be disabled when the samples are already installed
- Add a button in the help drop down (VFX Graph window toolbar's right most button)

![Unity_lB4PrsYOgF2](https://media.github.cds.internal.unity3d.com/user/4003/files/21a35009-8956-4563-bbb2-158ca4e34319)
Following some discussions with users, we decided to add a small sample scene to use a bit more in depth the caustics and deformation texture.

https://github.cds.internal.unity3d.com/unity/unity/assets/1764/8ae9c5df-511b-4230-9b9f-a0dcdda7d113

Here's the 3 showcases : 
![image](https://github.cds.internal.unity3d.com/unity/unity/assets/1764/02e3bf9a-63bc-4358-a70b-96850eb61c15)

This basically adds very little to the water sample in terms of size since there's no new mesh or textures. 
Before : 23.47mb
After : 24.28mb
This change updates the shader import logic to ensure all compute
shaders implicitly declare the randomwrite shader requirement. UAVs are
the only way compute shaders can write data so their support is not
optional within compute shaders.

This change also updates the compute redundant requirement list to
ensure that users declaring the requirement manually now receive an
import warning telling them it's no longer necessary.
…y perform reset

Fix [UUM-77760](https://jira.unity3d.com/browse/UUM-77760) and additional issue around reset of default VolumeProfile:
- Fixed Reset attempt crash when resetting for pipeline not in use
- Fixed Reset nullifying when resetting for pipeline not in use instead of set back default values
- Fixed additional separators for HDRP version due to LookDev volume

To fix all of this, UITK conversion of the ImGUI VolumeProfile foldout field is done here.
Each SRPGraphicsSettings (URP, HDRP) have a Reset implementation to not nullify anymore.
On URP side, for the Reset to work, introduction of a new editor resource that load a default profile from package in Editor. The default vlume used is the one produced in the 3D template.
Fix issue [UUM-84977](https://jira.unity3d.com/browse/UUM-84977) where FixAll button is visible even if it cannot fix anything due to issues found requiring manual resolve by user.
@UnityAljosha UnityAljosha requested review from a team as code owners December 18, 2024 10:43
@UnityAljosha UnityAljosha merged commit a66eeaf into 6000.0/staging Dec 18, 2024
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7 participants