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Internal/2023.2/staging #7976

Merged
merged 10 commits into from
Oct 16, 2023
Merged

Internal/2023.2/staging #7976

merged 10 commits into from
Oct 16, 2023

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UnityAljosha
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  • Have you added a backport label (if needed)? For example, the need-backport-* label. After you backport the PR, the label changes to backported-*.
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…acing light list

This PR is in response to this bug-report: https://jira.unity3d.com/browse/UUM-47230 

The artefacts reported are caused by a limit on the maximum number of lights in local neighborhoods in the path tracer. This PR allows users to change this limit through [the shader config mechanism](https://docs.unity3d.com/Packages/[email protected]/manual/HDRP-Config-Package.html).
…tonemapping

Backport of #34978 for UUM-44687

Quoting @Kaychang:
> Fixed graphical artefact with ACES tonemap in URP on Nintendo Switch.

Bug: UUM-44687 
Backport: UUM-44954
…t changes

Shadowmask variable sometimes get's set later in the frame but the deferred input attachments array is not updated. This fixes that by checking the input count and reallocing the array if needed (so no unneccessary allocs - only once if changed)
Fixed Layered Lit Displacement
…m the com.unity.testing.xr package

Backport of "[Remove the programmatic loading of the mock hmd package from the com.unity.testing.xr package](https://github.cds.internal.unity3d.com/unity/unity/pull/36376)"
…ure valid recorder results

This PR fixes an instability in the test "Ensure_Camera_Command_Culled" that started occuring recently.
Concretely it adds some waiting frames before starting to record profiler markers used in the test. The structure is now more similar to what is done in VFXCheckGarbage.
Fix unexpected missing refraction property in some case of VFX.

Issue introduced at https://github.cds.internal.unity3d.com/unity/unity/commit/7986ee8ea4efd9647658ebfd201837e76f6716ef
As commented in code, this special additional check is only needed because VFX is taking a shortcut.
…ate except if CT…

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.
https://jira.unity3d.com/browse/UUM-38845
Re-enabled 009-SG-FullScreenTarget from HDRP_RuntimeTest for PS5.

The original artefact that caused the test to be disabled on PS5 did not reproduce anymore. Instead a new bug appeared which is related to the computation of noise values on PS5. The PSSL shader compiler was unhappy to divide by float(0xFFFFFFFF), and failed to generate any noise pattern. The workaround is to replace float(0xFFFFFFFF) by float(0x00FFFFFF), which is the maximal continuous integer value that can be represented as a float (mantissa is 24 bits).

After 009-SG-FullScreenTarget has been re-enabled, 010-BRG-Simple became an instability on NGGC only and has been disabled (upload of instanced color data in GraphicsBuffer not always fully synced when GPU access it). A separate Jira ticket has been opened to fix the later: https://jira.unity3d.com/browse/PLATGRAPH-2249.
@UnityAljosha UnityAljosha requested a review from a team as a code owner October 16, 2023 09:33
@UnityAljosha UnityAljosha merged commit f6422d8 into 2023.2/staging Oct 16, 2023
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6 participants