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Merge pull request #7972 from Unity-Technologies/internal/master
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Internal/master
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UnityAljosha authored Oct 11, 2023
2 parents 283ab64 + 68191c7 commit 0b91a5b
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3 changes: 3 additions & 0 deletions .gitattributes
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Expand Up @@ -392,3 +392,6 @@ Editor/Resources/unity[[:space:]]editor[[:space:]]resources filter=lfs diff=lfs
**/GfxTestProjectFolder/**/*.[cC][uU][bB][eE][mM][aA][pP] filter=lfs diff=lfs merge=lfs -text
**/GfxTestProjectFolder/**/*.[pP][rR][xX] filter=lfs diff=lfs merge=lfs -text
**/GfxTestProjectFolder/**/*.[dD][fF][oO][nN][tT] filter=lfs diff=lfs merge=lfs -text

# memoryprofiler test snapshots
**/com.unity.memoryprofiler.tests/**/*.[sS][nN][aA][pP] filter=lfs diff=lfs merge=lfs -text
13 changes: 13 additions & 0 deletions Packages/com.unity.render-pipelines.core/CHANGELOG.md
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Expand Up @@ -9,6 +9,19 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
Version Updated
The version number for this package has increased due to a version update of a related graphics package.

## [17.0.0] - 2023-09-26

This version is compatible with Unity 2023.3.0a8.

### Changed
- Dumping in the temp folder the stripping of IRenderPipelineGraphicsSettings

### Fixed
- Fixed an issue in the Rendering Debugger where APV was not shown on editor when `Strip runtime debug shaders` was enabled in the global settings.
- Fixed Stripping.meta corrupted metal file.
- When changing the *Global Settings* asset, the UI was not being refreshed to and the old asset was being displayed.
- Allowing buffer read through NRP RenderGraph API.

## [16.0.3] - 2023-07-04

This version is compatible with Unity 2023.3.0a1.
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Expand Up @@ -39,7 +39,7 @@ static class Styles
public static readonly string msgProbeFreeze = "Some scene(s) in this Baking Set are not currently loaded in the Hierarchy. Set Probe Positions to Don't Recalculate to not break compatibility with already baked scenarios.";
public static readonly GUIContent maxDistanceBetweenProbes = new GUIContent("Max Probe Spacing", "Maximum distance between probes, in meters. Determines the number of bricks in a streamable unit.");
public static readonly GUIContent minDistanceBetweenProbes = new GUIContent("Min Probe Spacing", "Minimum distance between probes, in meters.");
public static readonly string simplificationLevelsHighWarning = "A high number of brick size causes a big memory overhead, this is not recommended except for testing purposes.";
public static readonly string simplificationLevelsHighWarning = " Using this many brick sizes will result in high memory usage and can cause instabilities.";
public static readonly GUIContent indexDimensions = new GUIContent("Index Dimensions", "The dimensions of the index buffer.");
public static readonly GUIContent minRendererVolumeSize = new GUIContent("Min Renderer Size", "The smallest Renderer size to consider when placing probes.");
public static readonly GUIContent renderersLayerMask = new GUIContent("Layer Mask", "Specify Layers to use when generating probe positions.");
Expand Down Expand Up @@ -159,11 +159,11 @@ void ProbePlacementGUI()

int levels = ProbeVolumeBakingSet.GetMaxSubdivision(m_SimplificationLevels.intValue);
MessageType helpBoxType = MessageType.Info;
string helpBoxText = $"Baked data will contain up to {levels} different size of bricks.";
string helpBoxText = $"Baked Probe Volume data will contain up-to {levels} different sizes of Brick.";
if (levels == 6)
{
helpBoxType = MessageType.Warning;
helpBoxText += "\n" + Styles.simplificationLevelsHighWarning;
helpBoxText += Styles.simplificationLevelsHighWarning;
}
EditorGUILayout.HelpBox(helpBoxText, helpBoxType);

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Expand Up @@ -48,7 +48,7 @@ static class Styles
public static readonly GUIContent iconEnableAll = new GUIContent("", CoreEditorStyles.GetMessageTypeIcon(MessageType.Info), "The Scene is loaded but is currently not enabled for Baking. It will therefore not be considered when generating lighting data.");
public static readonly GUIContent iconLoadForBake = new GUIContent("", CoreEditorStyles.GetMessageTypeIcon(MessageType.Warning), "The Scene is currently enabled for baking but is unloaded in the Hierarchy. This may result in incomplete lighting data being generated.\nLoad the Scene in the Hierarchy, or use the shortcuts below to fix the issue.");

public static readonly string msgEnableAll = "Scenes which are currently loaded are not enabled for baking.\nNo probe will be baked for these scenes when generating lighting.";
public static readonly string msgEnableAll = "Some loaded Scenes are disabled by this Baking Set. These Scenes will not contribute to the generation of probe data.";
public static readonly string msgUnloadOther = "Scene(s) not belonging to this Baking Set are currently loaded in the Hierarchy. This might result in incorrect lighting.";
public static readonly string msgLoadForBake = "Some scene(s) in this Baking Set are not currently loaded in the Hierarchy. This might result in missing or incomplete lighting.";

Expand Down Expand Up @@ -263,13 +263,18 @@ public override void OnGUI()
EditorGUILayout.Space();
}

public override bool HasHelpGUI()
{
return true;
}

public override void OnHeaderSettingsGUI()
{
var iconSize = EditorStyles.iconButton.CalcSize(Styles.helpIcon);

if (GUI.Button(GUILayoutUtility.GetRect(iconSize.x, iconSize.y), Styles.helpIcon, EditorStyles.iconButton))
Help.BrowseURL(DocumentationInfo.GetPageLink("com.unity.render-pipelines.high-definition", documentationURL));

iconSize = EditorStyles.iconButton.CalcSize(Styles.settingsIcon);
var rect = GUILayoutUtility.GetRect(iconSize.x, iconSize.y);
if (EditorGUI.DropdownButton(rect, Styles.settingsIcon, FocusType.Passive, EditorStyles.iconButton))
EditorUtility.DisplayCustomMenu(rect, new[] { EditorGUIUtility.TrTextContent("Open Rendering Debugger") }, -1, OpenProbeVolumeDebugPanel, null);
Expand Down Expand Up @@ -961,9 +966,16 @@ internal bool PrepareAPVBake()
}

bool createPV = m_SingleSceneMode ? !ActiveSceneHasProbeVolume() : NoSceneHasProbeVolume();
if (createPV && EditorUtility.DisplayDialog("No Probe Volume in Scene", "Probe Volumes are enabled for this Project, but none exist in the Scene.\n\n" +
if (createPV)
{
if(!activeSet.DialogNoProbeVolumeInSetShown())
{
if(EditorUtility.DisplayDialog("No Probe Volume in Scene", "Probe Volumes are enabled for this Project, but none exist in the Scene.\n\n" +
"Do you wish to add a Probe Volume to the Active Scene?", "Yes", "No"))
CreateProbeVolume();
CreateProbeVolume();
activeSet.SetDialogNoProbeVolumeInSetShown(true);
}
}
if (m_SingleSceneMode)
{
if (GetFirstProbeVolumeInNonActiveScene() != null)
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Expand Up @@ -23,6 +23,7 @@ class LensFlareComponentSRPEditor : Editor
SerializedProperty m_RadialScreenAttenuationCurve;
SerializedProperty m_UseOcclusion;
SerializedProperty m_BackgroundCloudOcclusion;
SerializedProperty m_WaterOcclusion;
SerializedProperty m_OcclusionRadius;
SerializedProperty m_SamplesCount;
SerializedProperty m_OcclusionOffset;
Expand Down Expand Up @@ -51,6 +52,7 @@ void OnEnable()
m_RadialScreenAttenuationCurve = entryPoint.Find(x => x.radialScreenAttenuationCurve);
m_UseOcclusion = entryPoint.Find(x => x.useOcclusion);
m_BackgroundCloudOcclusion = entryPoint.Find(x => x.useBackgroundCloudOcclusion);
m_WaterOcclusion = entryPoint.Find(x => x.useWaterOcclusion);
m_OcclusionRadius = entryPoint.Find(x => x.occlusionRadius);
m_SamplesCount = entryPoint.Find(x => x.sampleCount);
m_OcclusionOffset = entryPoint.Find(x => x.occlusionOffset);
Expand Down Expand Up @@ -152,6 +154,8 @@ public override void OnInspectorGUI()
EditorGUILayout.PropertyField(m_BackgroundCloudOcclusion, Styles.backgroundCloudOcclusion);
if (RenderPipelineManager.currentPipeline is IVolumetricCloud volumetricCloud && volumetricCloud.IsVolumetricCloudUsable())
EditorGUILayout.PropertyField(m_VolumetricCloudOcclusion, Styles.volumetricCloudOcclusion);
if (RenderPipelineManager.currentPipeline is IWaterRendering waterRendering && waterRendering.IsWaterRenderingUsable())
EditorGUILayout.PropertyField(m_WaterOcclusion, Styles.waterOcclusion);
EditorGUILayout.PropertyField(m_OcclusionRadius, Styles.occlusionRadius);
EditorGUILayout.PropertyField(m_SamplesCount, Styles.sampleCount);
EditorGUILayout.PropertyField(m_OcclusionOffset, Styles.occlusionOffset);
Expand Down Expand Up @@ -196,6 +200,7 @@ static class Styles
static public readonly GUIContent occlusionRemapCurve = EditorGUIUtility.TrTextContent("Occlusion Remap Curve", "Specifies the curve used to remap the occlusion of the flare. By default, the occlusion is linear, between 0 and 1. This can be specifically useful to occlude flare more drastically when behind clouds.");
static public readonly GUIContent allowOffScreen = EditorGUIUtility.TrTextContent("Allow Off Screen", "When enabled, allows the lens flare to affect the scene even when it is outside the Camera's field of view.");
static public readonly GUIContent volumetricCloudOcclusion = EditorGUIUtility.TrTextContent("Volumetric Clouds", "When enabled, HDRP uses the volumetric clouds texture (in screen space) for the occlusion.");
static public readonly GUIContent waterOcclusion = EditorGUIUtility.TrTextContent("Water", "When enabled, HDRP uses the Water Rendering (in screen space) for the occlusion.");
}
}
}
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Expand Up @@ -31,7 +31,7 @@ public override void Action(int instanceId, string pathName, string resourceFile
}
}

[MenuItem("Assets/Create/Lens Flare (SRP)", priority = UnityEngine.Rendering.CoreUtils.Priorities.srpLensFlareMenuPriority)]
[MenuItem("Assets/Create/Rendering/Lens Flare (SRP)", priority = UnityEngine.Rendering.CoreUtils.Priorities.srpLensFlareMenuPriority)]
internal static void CreateLensFlareDataSRPAsset()
{
const string relativePath = "New Lens Flare (SRP).asset";
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