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Internal/master #7972

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Oct 11, 2023
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5a8e5ad
Remove the programmatic loading of the mock hmd package from the com.…
seanstolberg-unity Sep 26, 2023
b8a19d6
[ShaderGraph] Fixed NAND node and other issues
Sep 26, 2023
a5dd6ce
Fix quality settings for performance tests
alelievr Sep 26, 2023
96a1757
Graphics/hd/samples hdrp techart update
AlixMi Sep 27, 2023
9b439c7
[HDRP] Lens Flare Data Driven occlude with Water & Reduce permutation
skhiat Sep 27, 2023
b817f91
Graphics/SRP/RPC Bumping com.unity.collections from 1.4.0 to 2.2.0 fo…
axoloto Sep 27, 2023
84f08d0
[Yamato][HDRP] Fix obsolete screenshots and disable high quality line…
sebastienlagarde Sep 27, 2023
973dcc4
Documentation/staging
RobJessop Sep 27, 2023
9ae68b4
[URP] Fixed Scene View wireframe mode when RenderGraph is enabled
manuele-bonanno Sep 27, 2023
83dcd87
[URP] Fix for scene elements not being sorted correctly when RG is en…
manuele-bonanno Sep 27, 2023
11f58f2
Graphics/hd/reflection probe importance
RemyUnity Sep 28, 2023
a2eff93
[URP][NonRG] Adding additional conditions for fb fetch in decals and …
jonuuukas Sep 28, 2023
d6d0431
Show dialog no probe volume in scene only once.
arthur-dufay Sep 28, 2023
30e12b9
Graphics/hd/fix/apv UI fixes
arthur-dufay Sep 28, 2023
45948e1
Bump SRP packages to 17.0.1
theopnv Sep 28, 2023
bfa3100
[Graphics CI] Test assets preview
AntoineCharton Sep 28, 2023
cac06aa
[POI-817][URP-2014][URP][2023.3] frameData refactor internally for URP
Nzollner Sep 29, 2023
79f9b3f
[HDRP] Add support for tube and disc area lights in path tracer
olivierprat Sep 29, 2023
3ca7a6b
[ShaderGraph][Canvas] Option to Disable Tinting
Sep 29, 2023
093a2c2
[HDRP][Water] Underwater refraction / reflection micro artistic adjus…
remi-chapelain Sep 29, 2023
27d8d84
Disabled 003-Fwd on GameCoreScarlett because of unstability.
JulienIgnace-Unity Sep 29, 2023
b5663b5
Restore shadergraph header for HDRP
arthur-dufay Sep 29, 2023
d97310f
Fix names and tags of APV debug shaders on URP
MaximeGrangeUnity Sep 29, 2023
f224e16
NRP RG Optimization: Use NativeList instead of DynamicArray
arttu-peltonen Sep 29, 2023
6737d0c
Reorganise and order the Assets/Create menu
CianNoonanUnity Sep 30, 2023
bd51db4
[URP] Fix Color and Depth textures being misoriented when Display Rot…
Sep 30, 2023
4937651
Documentation/staging
RobJessop Sep 30, 2023
a8ba3c6
Templates window [+] button now always insert a template except if CT…
julienamsellem Sep 30, 2023
3978c16
[HDRP][Water] GetDeformationBuffer
adrien-de-tocqueville Sep 30, 2023
bb10796
Move test packages into the repository
seanstolberg-unity Sep 30, 2023
5bf266a
Add .buginfo for ShaderGraph
marctem Sep 30, 2023
f5f270b
Uses shader keyword in URP to avoid runtime string to utf8 conversion
thomas-zeng Oct 2, 2023
e4651be
Fix platform Rendergraph 2D issues
kennytann Oct 2, 2023
baa9131
GPU Driven Bug Fixing
Oct 2, 2023
2969a3d
[HDRP][DOCS] Update images and texts to comply with new raytracing su…
remi-chapelain Oct 3, 2023
94d9879
[PLATGRAPH-2253][PLATGRAPH-2254] Add SG heatmap color provider and asset
dhsavell Oct 3, 2023
49eec78
[HDRP] [Water] Add Material Deformer
adrien-de-tocqueville Oct 3, 2023
1b03a5a
[content automatically redacted] touching Platforms folder
timcannellunity3d Oct 3, 2023
ede8581
[HDRP][Yamato] fix obsolete screenshots
sebastienlagarde Oct 4, 2023
8e6ea1a
Fix ShaderGraph dirty when opened for the first time and requiring a …
alelievr Oct 4, 2023
8d28b68
Use the statically-linked runtime library for the native denoiser DLL
pmavridis Oct 4, 2023
a1dbbbe
[HDRP] Colorchecker fixes
AlixMi Oct 4, 2023
dc8782a
[VFX] [Strips] Indirect draw and sorting
gabrieldelacruz Oct 5, 2023
5921592
New batch layer setting for BRG filtering.
kecho Oct 6, 2023
385d117
Graphics/SRP/RPC/ Render Graph Compiler Optimizations - Debug info an…
axoloto Oct 6, 2023
6dc2c67
Profiler/com.unity.memoryprofiler 1.1.0 pre.3
peterhall-unity3d Oct 6, 2023
2a4acfd
[URP] Fixed Color Grading Mode when HDR output is active for the whol…
jmekh Oct 6, 2023
3e86394
[ShaderGraph] Undo Perf Improvement
Oct 6, 2023
21db830
SRP/URP Camera History Textures.
eh-unity Oct 6, 2023
0100566
Renderer Feature Filtering
unity-cchu Oct 6, 2023
e9dcf7c
[APV] Fix lighting tab padding
adrien-de-tocqueville Oct 6, 2023
2752a59
[URP] Fix blackscreen and NullReferenceException when using wireframe
jonuuukas Oct 6, 2023
4eb77a7
[VFX] Fix decal normal issues + filter unused sliders
ludovic-theobald Oct 7, 2023
05f2950
Update LOD_FADE_CROSSFADE to affect all stages in URP
simonb-unity Oct 7, 2023
5b4118c
[HDRP] Fix foam does not follow currents
adrien-de-tocqueville Oct 7, 2023
cb587dd
[VFX] Fix Sprite GUI displaying unexpected properties
PaulDemeulenaere Oct 7, 2023
da651cd
Fixed various missing docs in SRP XR area.
thomas-zeng Oct 7, 2023
1857f33
Fix GPU Hang on Hair Material Pre-Integration
johnpars Oct 7, 2023
d3f5c4f
Spriteshape corners and segments are not affected by self-shadow
unity-cchu Oct 9, 2023
0ab70f0
Fix Non-development Player Crash for High Quality Line Rendering
johnpars Oct 9, 2023
892c60d
[HDRP] Fix color checker in Full Screen sample
remi-chapelain Oct 9, 2023
c592928
[POI-816][URP][2023.3] Moving the RenderObjects renderer feature out …
ellioman Oct 11, 2023
5b1cc0a
[HDRP][PathTracer] Refactor path tracing code to be iterative
pjbunity Oct 11, 2023
ae8cf7d
[content automatically redacted] touching Platforms folder
alelievr Oct 11, 2023
4daa43c
[URP] Fix FB fetch macros redefinition warnings
jonuuukas Oct 11, 2023
ce6dbc5
[HDRP] Bunch of fixes for HDRP (Version 23)
sebastienlagarde Oct 11, 2023
68191c7
[2023.3][URP] Moving a RenderGraph job to QV and fixing a GPU Driven job
ellioman Oct 11, 2023
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3 changes: 3 additions & 0 deletions .gitattributes
Original file line number Diff line number Diff line change
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
Original file line number Diff line number Diff line change
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.
Expand Down
Original file line number Diff line number Diff line change
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);

Expand Down
Original file line number Diff line number Diff line change
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)
Expand Down
Original file line number Diff line number Diff line change
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.");
}
}
}
Original file line number Diff line number Diff line change
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";
Expand Down
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