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Internal/master #7972
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Internal/master #7972
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…unity.testing.xr package The com.unity.testing.xr is programmatically adding a package dependency occasionally causing infinite asset import loop, and best cases is forcing an import of the mock hmd package every time a domain reload happens. From the slack thread below, here is a summary of what is happening because there is a package add from within the xr testing package in a method decorated with InitializeOnLoad
This PR fixes HDRP performance tests not using the correct HDRP asset during the memory and counter tests.
**SAMPLES SHOWCASE SCRIPT** Documentation for this script, will be uploaded to a confluence internal documentation page https://docs.google.com/document/d/1TpeAcFm2Ly8YXEiHzCpMEh0mAE1_nlQzoH-evD7TKzo/edit#heading=h.lnthhhxrugfy Samples states at the moment : **MATERIAL SAMPLES** Lit Materials scene showcasing the HDRP/Lit kept content from previous scene, with various materials and model update, reducing size ![image](https://media.github.cds.internal.unity3d.com/user/2204/files/7aa3fd25-2ef8-4e35-8816-71fa6631fbfb) Fabric Materials scene kept content from previous scene with better presentation and upgraded materials, reducing texture size ![image](https://media.github.cds.internal.unity3d.com/user/2204/files/892cd455-f014-4620-9ee8-f1ac6aa80d0d) Eye Material Scene Kept content, better presentation ![image](https://media.github.cds.internal.unity3d.com/user/2204/files/162c6ba6-ddf5-4f8e-8ab4-752b2045ad4a) Hair Shading Scene Now only contains the card-based example, as strand based system will be better showcased in a template project ![image](https://media.github.cds.internal.unity3d.com/user/2204/files/142b963a-44f6-4a11-a651-4b1d78790bee) Decal Samples has been removed due to lack of content, will be worked on later on **VOLUMETRIC MATERIALS** Now using focus mode, upgraded scene, same content ![image](https://media.github.cds.internal.unity3d.com/user/2204/files/407f20fe-bae5-4f6f-a3cd-72fff024c2a1) **FULLSCREEN MATERIALS** Scene content updated, kept the same samples ![image](https://media.github.cds.internal.unity3d.com/user/2204/files/6303a229-2ea6-4f2e-8956-5a20a5ecda1b) **LENS FLARE SAMPLES** - Texts have been updated - Reworked to make it coherent with the other samples and using sampleshowcase script - Adding volumetric cloud and cloud layer occlusion on the sun scene ![image](https://media.github.cds.internal.unity3d.com/user/1764/files/d2c9c321-f3dd-436c-a077-eb577cb5f8f7) **TRANSPARENT SAMPLES** - Texts have been updated - Has been moved to its own sample since it's not only material but lighting and setup as well. - Also will make more sense once we add the compute thickness sample as well. ![image](https://media.github.cds.internal.unity3d.com/user/2204/files/d67df9fc-625f-4abb-ac7f-fe3f1869ccbb) **WATER SAMPLES** - Texts have been updated - Adding support for buoyancy in pool scene ([video](https://unity.gyazo.com/2c85e818da860a66eee319e42353d971)) - Adding support for deformation ripples & VFX trigger in pool scene ([video](https://unity.gyazo.com/2c85e818da860a66eee319e42353d971)) - Modifying decals on Island scene to make them appear on transparents (now that it's supported for SG) - Fixing custom pass for water line (blur stuck on bottom) - Adding Third person Player on island that create deformation and generate foam on move. ([video](https://unity.gyazo.com/4518244f11977490d66824044f31d364)) - Added the Rain Scene _Rain Scene_ ![image](https://media.github.cds.internal.unity3d.com/user/1764/files/2adfbeed-e09d-4106-838f-17dbd71d77ef) _Island Scene_ ![vlcsnap-2023-08-29-10h42m54s370](https://media.github.cds.internal.unity3d.com/user/1764/files/2b751c6e-28ef-4cfd-b63d-ecec4b5b3dbb) _Pool Scene_ ![vlcsnap-2023-08-29-10h44m58s773](https://media.github.cds.internal.unity3d.com/user/1764/files/6ef2fcde-cb82-40ac-893d-c886c1a59515) **PROCEDURAL SKY** wont touch, obsolete, wishing to remove **PARTICLE SYSTEM** wont touch, wishing to remove **VFX GRAPH LEARNING SAMPLES** - New VFX Graph Learning samples has been added to Visual Graph package - 24 VFXG asset to learn VFXGraph principals and features both working on URP and HDRP - Added description for all VFXs - Added necessary infos (Thumbnails, Description, Names, Icons) so that VFX are showed in the VFX template window. _HDRP/URP VFX Examples Scene_ ![Learning_Samples_Screen](https://media.github.cds.internal.unity3d.com/user/5910/files/5692d73c-0d70-4326-8c03-570fcc8ef94e) _VFX Learning sample example_ ![Learning_Samples_Screen_examples](https://media.github.cds.internal.unity3d.com/user/5910/files/01c46571-bd49-42db-8656-8722919ba589) _VFX Template Window Integration_ ![Learning_Samples_Screen_examples_B](https://media.github.cds.internal.unity3d.com/user/5910/files/8aeb1501-34cb-480a-ba07-9b65b0574c0c)
Lens Flare Data Driven occlude with Water & Reduce permutation. Add UI: ![image](https://media.github.cds.internal.unity3d.com/user/1603/files/718651a3-76d1-4dd9-af04-f5e0eecbbe62) Before: ![image](https://media.github.cds.internal.unity3d.com/user/1603/files/2581a899-b00a-402c-aa78-4863471f06f8) After: ![Unity_J2n6CktGJM](https://media.github.cds.internal.unity3d.com/user/1603/files/9d4fcc7f-1ec9-4cde-8741-fb64847a4bc5)
…r performance improvements JIRA: https://jira.unity3d.com/browse/GFXRPF-138 Epic: https://jira.unity3d.com/browse/GFXRPF-45 POI: https://jira.unity3d.com/browse/POI-817 We need it for a [critical PR](https://github.cds.internal.unity3d.com/unity/unity/pull/35168) with specific render graph optimization for URP.
… on Mac Fix HDRP Yamato Fix obsolete screenshots and disable high quality line on Mac
Regular docs sync to main.
The final blit pass used cmd.Blit in the non-RG path, which disabled the wireframe mode when called in the builtin code. This PR makes sure that we force wireframe mode off when rendering the FinalBlit pass using RenderGraph. Before: ![image](https://media.github.cds.internal.unity3d.com/user/2433/files/f54f9428-e818-4f40-b4f1-f67c1842e15b) After: ![image](https://media.github.cds.internal.unity3d.com/user/2433/files/d79aec99-c33c-4c33-824b-7757a44f6dc3)
…abled on OSX M1 Binding a dummy color target as a workaround to an OSX issue in Editor scene view, since the NRP RG path caused warnings due to lack of color attachment in the CopyDepth pass setup, causing it not to run. This PR fixes the remaining platform affected by this issue: Apple M1/M2
Technical and Lighting Artists expressed a need to have an importance setting in HDRP reflection probes to better sort them. URP and BiRP reflection probes both have an importance setting that allows to sort them, probes of higher importance being displayed "on top" of probes with lower importance. HDRP in comparison is sorting solely based on the probe volume, where probes with a lower volume are displayed on top. This PR implements an importance setting that acts the same way as in URP and BiRP. Details: Probes sorting was based on a uint sortKey value storing multiple information of the probe, where the volume value was stored in the 20 bits of higher weight. It was not possible to add the importance value to those 20 bits without greatly reducing the maximum stored volume value or reducing the precision. So it was decided to change the sortKey to ulong. Resulting in 52 bits available to store the volume/importance, the following changes were made: - Change the way of storing the volume to directly use the volume value instead of using a logarithmic scale. Store in 31 bits instead of 20 (1st sign bit is ignored as volume is always positive) - The next 15 bits of higher weight store the importance. This matches the 0 to 32767 range for importance used in the other pipelines. The value is stored in reverse order (32767 - importance) for proper ordering with volume size. - This still leaves 6 bits for further usage if necessary. The default importance value is 1 (like in the other pipelines), allowing the easilly reduce the priority of a probe's display and send it "bellow" other ones if necessary. Probes of the same importance are still ordered by volume between them, resulting in no rendering change when updating a project from an earlier version. Planar reflection probes are sorted the same way, but: As in previous behaviour, planar probes were created by default with a very small Y value in the volume, they automatically resulted in a very high priority. It is now possible to have a cube reflection probe rendered over a planar reflection probe by using the importance value. However, as planar reflection probes are more accurate in most of the cases, they have an importance value of 64 by default, allowing to filter many (or hopefully way enough) cube probes before overriding a planar probe. Test 2201 was updated to also cover importance ordering : | before | after | | ------- | ----- | | ![PR36107_01](https://media.github.cds.internal.unity3d.com/user/696/files/f510c575-12a2-4452-a2ec-2d1def9bc65d) | ![PR36107_02](https://media.github.cds.internal.unity3d.com/user/696/files/fa2c2995-cea3-4bb8-b6f4-4c8cdcdcac64) |
…fixing NRP merging This PR fixes URP_VFX tests not building and the issues that caused. Also fixes vfx decals not rendering properly on non render graph path. This will make subpass merging more strict, but will avoid some problems For render graph path - i want to have Set Globals PR to proprely fix decals and the depth/normals problems that come from it
The dialog window asking a user if he wanna creates a probe volume every time he bakes the lighting is annoying. This PR makes sure we show this dialog only once. To do so we save the state in the baking set asset.
Two fixes on UI related to APV. - Fixed grammar on warning displayed when some scenes are loaded but not enabled for baking - Show live subdiv preview only if cells or brick debug are enabled
Bump SRP packages to 17.0.1.
- Add a unit test to ensure preview is correctly rendered - Add an editor window to troubleshoot any potential problem. Compare preview and reference ![Precision](https://media.github.cds.internal.unity3d.com/user/2896/files/8e0ad497-a9dc-4eb4-80d6-1d9cfe5e60b8) Create a reference ![Jun-15-2023 17-00-11](https://media.github.cds.internal.unity3d.com/user/2896/files/20aff703-aee3-4304-b02f-c549652e52e8) Reference are saved as PNG to avoid non compressed artifacts.
[POI-817](https://jira.unity3d.com/browse/POI-817) Render Graph Adoption in URP [URP-2014](https://jira.unity3d.com/browse/URP-2014) [TDD](https://docs.google.com/document/d/1TGxzYZ4Ah9LYLFSEfkOHd_2qPVTC52edONKrb5Qj5Po) This PR is the fourth PR for FrameData now called ContextContainer. * [First PR](https://github.cds.internal.unity3d.com/unity/unity/pull/28261). * [Second PR](https://github.cds.internal.unity3d.com/unity/unity/pull/33060). * [Third PR](https://github.cds.internal.unity3d.com/unity/unity/pull/34531). This does the following: * Removed RenderingData from internal function: internal virtual void OnRecordRenderGraph(RenderGraph renderGraph, ScriptableRenderContext context) * Removed RenderingData from RenderGraph path of URP. * Minimal changes to 2D in order to use the OnRecordRenderGraph function without RenderingData.
POI: https://jira.unity3d.com/browse/POI-816 - SRP production ready The PR adds support for Tube and Disc shaped area lights in the path tracer. These were already supported in the rasterizer, although disc was only supported in baked mode. The PR also adds cookie support for disc shapes, although only on the path tracer.
https://jira.unity3d.com/browse/UUM-46771 Added target setting to disable the default color tinting behavior for canvas and sprite targets, across built-in, urp, and hdrp (where relevant). Normally the shader graph output color was getting multiplied by the vertex color in the code generation, but users really need the option to just use the vertex color node to get the UI color and then perform their own color calculations. This created awkward situations where the interactions between UI state and colors was contentious and severely limited various use-cases. ![image](https://media.github.cds.internal.unity3d.com/user/2380/files/59a8a33d-f191-4b59-9cbf-5949409db911)
…tements This PR is adressing little adjustements underwater to match slightly better what happens IRL. ![image](https://media.github.cds.internal.unity3d.com/user/1764/files/be001fe1-d4b9-4197-a9c3-8b1057cd9ee7) [Before / After video ](https://unity.gyazo.com/b905c06d25b7a8dcc7052f6c2e73a650) This PR affects only the non Screen Space Refraction path. List of changes: 1. More refraction where the ray are being refracted (top of the image). This refraction is now also controllable via the maximum refraction slider instead of being hardcoded. 2. This underwater refracted is not based on the depth buffer anymore but relies on how deep the camera is below the water surface (we want more refraction the deeper the camera is) 3. Where the rays are being reflected (total internal reflection, bottom of the image), we now use the normal to tint slightly the absorption color, thus avoiding having a flat color 4. At the threshold of reflection / refraction, there's now a refraction multiplier to mimic the meniscus effect. Here's a reference from the forum that sparked the PR adjustements: ![image](https://media.github.cds.internal.unity3d.com/user/1764/files/833b5aa4-d575-4a77-aedf-4c83ce936076) Before ![_20230922_174527_Before PR](https://media.github.cds.internal.unity3d.com/user/1764/files/7f8b08cd-003a-4609-ab41-7af67aa41b5f) After ![_20230922_1744680_After PR](https://media.github.cds.internal.unity3d.com/user/1764/files/0eb84e4e-1aae-4dff-9a43-73c0e7d4c024)
Disabled 003-Fwd on GameCoreScarlett because of unstability.
Fixes missing shadergraph include on HDRP see https://jira.unity3d.com/browse/UUM-51851
Fix APV debug shaders names and tags on URP This JIRA : https://jira.unity3d.com/browse/UUM-47145
JIRA: https://jira.unity3d.com/browse/GFXRPF-138 Epic: https://jira.unity3d.com/browse/GFXRPF-45 POI: https://jira.unity3d.com/browse/POI-817 This PR changes some underlying data structures in NativeRenderPassCompiler with the goal of optimizing the compilation step. Main changes: - Change main data storage to use NativeList instead of DynamicArray - Use `ref` or `ref readonly` wherever possible to avoid copying large structs - Use `for` instead of `foreach` in some places to ensure no copies are made - Replace `this[]` usage with `ElementAt()` (returns `ref T`) - Reimplement convenience functions returning `DynamicArray.Subrange` with `ReadOnlySpan` that still avoids copies - Because `T` in `NativeList<T>` cannot contain managed types, separated `string name` to separate arrays and added some convenience methods for it.
Improve the "Create" menu to reduce the amount of items at the root of the menu. The menu is now alphabetised, and almost all items should now be in a category. New Menu in URP Template project <img width="529" alt="Screenshot 2023-09-26 at 19 21 26" src="https://media.github.cds.internal.unity3d.com/user/5010/files/1ea483d1-25be-4495-9fb3-2e68c9181472">
…ation is enabled We have Vulkan's PreTransform feature implemented on Android under `Apply display rotation during rendering` setting. It would apply image transformation before presentation to change displayed orientation from engine's natural. With URP we can expose color or/and depth textures. If we would expose only depth texture and would not use any Post-Processing, backbuffer would be used to store color buffer and depth would be in separate texture. Because we can not be certain what orientation backbuffer will take, game starting in horizontal orientation would do rendering with misoriented backbuffer and depth texture. This would lead to half of screen being corrupted. On Adreno - half of the screen is black, Mali - corrupted skybox without opaque objects. Status | Color Target | Depth Target --- | --- | --- Vertical Launch | Backbuffer <br><img src="https://media.github.cds.internal.unity3d.com/user/6961/files/1a22ba20-ef98-482a-9087-b1e471a9cfa9" height=250> | RenderTexture <br> <img src="https://media.github.cds.internal.unity3d.com/user/6961/files/5062b93a-dc48-4bb9-a6da-693e6d06d4ba" height=250> Horizontal Launch | Backbuffer <br> <img src="https://media.github.cds.internal.unity3d.com/user/6961/files/d56cbaff-633d-43d3-8941-a1c311ce4cdc" height=250> | RenderTexture <br><img src="https://media.github.cds.internal.unity3d.com/user/6961/files/09f2bfdd-5986-4b75-9d0b-bf2c32158db4" width=250> Vertical Launch + Flip to Horizontal <br> OR <br> Horizontal Launch + Flip to Vertical + Flip to Horizontal | RenderTexture (**IT CHANGED**) <br> <img src="https://media.github.cds.internal.unity3d.com/user/6961/files/264d58d7-ed44-4ddc-aed7-2b8b49944e22" width=250> | RenderTexture <br><img src="https://media.github.cds.internal.unity3d.com/user/6961/files/3f3d1272-4dd7-45d7-a770-e511cba46e0c" width=250> This PR fixes misoriented backbuffer by forcing to use texture for color when pre transform is enabled.
Regular docs sync to main.
Jira: UUM-47255 ♻ This is rather a behavior change than a bug fix. Previously the ➕button used to open the templates window in the last mode (either insert or create). But when you were clicking on it for the first time in an editor session, it was simply opening the drop down to let you choose which mode you want to open the window in. This could be seen as unexpected since it's the purpose of the dropdown button 🔽next to it. Now, the ➕button always opens the templates window in `insert` mode, except if you hold the `CTRL` key, in that case the window is opened in `create` mode. 💬 The new behavior is explained in the tooltip. 📘 The documentation has been updated accordingly.
Fix missing API to get deformation buffer
This PR is moving the graphics test framework package into the same repository as the test projects to facilitate maintenance and land changes on both sides in atomic PRs.
https://jira.unity3d.com/browse/VFXG-78 Indirect draw mode is an optimization that allows to render only the active particles by collecting their indices on a list during update, and using that list as an indirection during rendering. Before this PR, strips are rendering strip capacity * (particle per strip - 1) particles. Vertices for inactive particles will be discarded. This is acceptable when the system is using all or most of the particles, but it could be inefficient if the strip count or particle count is variable. This PR is reusing the existing code for particles, adapting it to work with strips as well. One thing to notice is that the last particle of each strip will be rendered and discarded, as we have one particle more than strip segments. This plus the extra indirection make this mode less efficient when we are using full capacity. Using indirect draw to render particles in a different order also enables per-particle sorting. Sorting works for strips the same as for particle systems, and shares most of the code. Strips are built using 2 particles, the first one is used for sorting.
Adding a new per batch layer filtering setting for BatchRendererGroup. This setting is useful for the context of culling out specific batches that go through the batch renderer group.
…d algos This final optimization PR brings various optimizations to Native Render Pass (NRP) Render Graph compiler in order to reduce its CPU cost on main thread. Based on CI results, combined with precedent [NativeList PR](https://github.cds.internal.unity3d.com/unity/unity/pull/35168) (currently on top of it) and previous small optimizations PR, it reduces CPU cost of compiler by 15% to 40% depending on the complexity of the rendering and the runtime device. It closes the optimization phase focusing on the NRP Render Graph compiler. ## Code changes ### Cleaning: - Fixing a lot of small typos - Fixing bug `passCmdBuffer.CreateResource(res, usedAsFragmentThisPass = false);` - Splitting huge GeneratePassCommandBuffer into 3 subfunctions instead of 1 - Removing unused fields in passData structure - ... ### Basic optimizations: - Using preprocessor directives around exception handling so they are only implemented in dev build and editor mode, not in release build for hot paths. - Using ref / ref readonly with costly structures whenever possible, making sure not to trigger implicit/defensive copies - Adding aggressive inlining to many hot path small functions - Using caching for data structure items repetitively accessed and modified at function level - ... ### More advanced optimizations: - [BuildGraph] Avoiding deep copies of PassData (128bytes) structs when adding it to context data native list of passes by initializing passes in place in the container - [Culling] Culling algorithm refactored. Last step of the algorithm has been completely removed, let me know if you can find one case where we actually need it, I can't find one. - [Merging] Verifying limit number of attachments early to avoid costly unneeded double fragment traversals - [Merging] Only generating Native Passes when trying to merge them to avoid unneeded creation, these structs are very heavy (about 500bytes) - [PassCommandBuffer] Merged pass names are sent to native engine for BeginRenderPass error handling only in dev build and editor mode. Also, we don't generate anymore a dynamic string as an intermediary container of string information before sending it from managed to unmanaged memory.
Release Memory Profiler version 1.1.0-pre.3. Changes: https://docs.google.com/document/d/1k64HPBH8XX9CcaqNExb6LOHz-5DA9cRjssi-CY-I534/edit#heading=h.ctaalnmduep3
…e stack When using HDR output on URP, the color grading mode is forced to High Dynamic Range. Using Low Dynamic Range would clamp the tonemapping values and reduce the dynamic range. That's applicable to all cameras in the stack, even if they don't render to the screen directly. Because if one camera clamps the dynamic range but its result gets passed to the last camera that outputs to HDR, then the result is still half-clamped. To fix this, we don't check whether the current camera is outputting HDR before changing the color grading mode, we check whether the whole camera stack is. The output of a stack is set on the base camera only so no need to check every overlay camera in the stack.
Bug: https://unity3d.atlassian.net/servicedesk/customer/portal/2/IN-19568 Ticket: https://unity3d.zendesk.com/agent/tickets/1375225 Slack: https://unity.slack.com/archives/C3KQ4UD6V/p1667483309051999 https://jira.unity3d.com/browse/UUM-52220 Added a view bypass in core undo/redo behavior that prevents view from over-updating. Also, aggressively cache view-model relationships to speedup view updates.
Adds SRP interfaces for Type based Camera History Textures API. A generic way for users/SRPs to add and/or create their own history textures and types. Allows users and external systems to Request & Access the history from the pipeline. Implementation of the SRP API for URP camera history textures manager. Used by TAA and in the future VFX and other temporal algorithms.
Solves the issue of Renderer Features showing up as useable for renderers they do not work with by adding an attribute to the Renderer Feature class. This attribute specifies which renderer(s) the Renderer Feature can work with. Not using this attribute on a Renderer Feature will allow it to continue to work as before. https://jira.unity3d.com/browse/D2D-5315
Fixed menu bar jumping around when changing tab This was due to the lighting window code not supporting properly the help icon ![menubar](https://media.github.cds.internal.unity3d.com/user/2154/files/1c53cf6c-7cf5-4d8b-8d7e-5bde02c6e86a) Also included a small fix about a message box
So apparently we don't check whether to apply post processing enough when using rendering debugger, so in this case final post processing pass was trying to blit from camera attachment which wasn't even there. This PR disables final postprocessing depending whether debughandler allows that
This PR fixes an inconsistency with the VFX decal normal maps when the particles have a non uniform scale. After this fix, the results are consistent with the non-VFX decals, in HDRP and URP. Additionally, it removes unused sliders (smoothness, metallic) when they are not used in the URP Decal output.
This PR updates the LOD_FADE_CROSSFADE keyword to compile for all stages in URP handwritten shaders. This change was already applied to shadergraph materials in PR 31026 to ensure speedtree vertex shaders can make use of this keyword. The reason for requesting this change for the remaining handwritten shaders is to ensure correctness of DOTS instancing in future changes that add indirect draw commands to BatchRendererGroup. In these future changes, the instance index is packed with a LOD crossfade value in GPU data, so all stages need to be aware of this keyword to ensure correct (and optimal) unpacking.
When a current map is used (only the main one, not the ripples one), the foam sampling is offseted based on the current. Control on displacement amplitude and speed is not obvious. ![foam_current](https://media.github.cds.internal.unity3d.com/user/2154/files/47a653c7-3161-4cae-9d5c-64e426a7d229)
🐛 Fix unexpected GUI using special override in case of TargetVFX. 🎁 Bonus, I replace with more explicit name in interface when using sprite: (this change can't be backported) - Lit => Sprite Lit - Unlit => Sprite Unlit - Lit => Custom Lit It's only possible and readable since there is a subtitle in VFX ShaderGraph Output.
Fixed various missing docs in SRP XR area to unblock doc automation: https://github.cds.internal.unity3d.com/unity/unity/blob/trunk/.yamato/srp/tools/upm-validation.config.json
This PR fixes a GPU hang that was happening for a very expensive hair material look-up table computation that happened on renderer initialization for low end hardware. We fix it by generating the look-up table offline and writing it to disk as an asset, then load it with the SRP resource loading mechanisms to get it back into memory and bind it at runtime. Some simple infrastructural code was added to help developers in the future pre-bake their render pipeline material look-up tables with this menu item: ![image](https://media.github.cds.internal.unity3d.com/user/1839/files/7c5a3655-6afd-46b1-830d-d12ceff9efbb) This menu item will automate the transfer of look-up table's created in the new `BuildOffline` interface for `RenderPipelineMaterial` from GPU memory to disk, dumping all of them to a folder in this directory: `HDRPDefaultResources/Generated/`. It's then the developer's responsibility to take the generated table and load it with HDRP's resource loading system. Below is an inspector window of the hair LUT assets that use this new utility. ![image](https://media.github.cds.internal.unity3d.com/user/1839/files/6424dfd5-82cb-4ce3-9264-eac3125983ae)
Fixes a rendering issue with sprite shape where it was not drawing all of its submeshes.
Fixes a nefarious non-development player crash that occurs at random times, while using the High Quality Lines feature. The issue appears to have stemmed from some object memory deallocations that shouldn't be happening in the first place (Profiling markers and material property blocks). This PR corrects the lifetime of those objects so that they are not constantly created / destroyed.
Following a recent [PR](https://github.cds.internal.unity3d.com/unity/unity/pull/37011) by @Alix-MICHEL, the color checker changed so the sample needed to be updated for the placement / scale to be correct. Before ![image](https://media.github.cds.internal.unity3d.com/user/1764/files/0e1e6fa4-76c3-43c1-9925-47ec46c13d19) After ![image](https://media.github.cds.internal.unity3d.com/user/1764/files/e31baab9-7066-4e3d-84e7-c2f541480cd4)
…of the Experimental namespace * [POI-816](https://jira.unity3d.com/browse/POI-816) This PR moves the RenderObjects renderer feature out of the Experimental namespace.
This refactor removes most of the iterative ray tracing from the path tracing, as specified in GFXRT-100. The only remaining recursion is for subsurface scattering. The goal of making the path tracer iterative is to simplify (and therefore optimize) the closest hit shaders, as well as allow further restructuring of the path tracer into a wavefront path tracer.
Some shaders when compiling complain about redefinitions (see image) and this PR fixes this ![image](https://media.github.cds.internal.unity3d.com/user/735/files/8ea7413a-ea7b-4c06-915c-70937c078db7) These are XR related defines and we have same approach with some of depth texture sampling redefinitions. *[Description of feature/change. Links to screenshots, design docs, user docs, etc. Link to Jira if applicable. Remember reviewers may be outside your team, and not know your feature/area that should be explained more.]*
Gathering of PRs [SpeedTree] Fix flying static trees (#35468) [HDRP] Fix Turkish OS incorrectly deducing DLSS is not available due to culture-variant lowercasing in DLSSPass.cs (#36628) Update ReflectionProxyVolumeComponentEditor.cs (#36658) Change shadowsWithValidData access to TryAdd (#36678) [HDRP][XR] Skip rendering when XR renders terrain in multipass with multicull. (#35449) Updating path tracing docs with lack of box light support. (#36713) Limit lightShadowCasterMode to only affect caster culling when using shadowmask (#36637) [SpeedTree] ImporterInspector: Fix null ref exception when making/saving changes on the asset (#36028) add object space (#36542) [HDRP] Update documentation to add limitation for an issue with Decal (#28587) Updated documentation for view dependent changes (#35348) Reset decal cached draw distances (#36642)
This PR does three things: 1. Moves one CI job from QV Candidate to QV 2. Temporarily disables GPU Driven compatibility in one scene as it's failing (049 deferred) 3. Adds the same test filter for a decal scene in Foundation project. See more details in **Comments to reviewers**
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