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Internal/2023.2/staging #8032
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Internal/2023.2/staging #8032
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…d heavy allocs in Component board This PR fixes 3 issues : - Some code was missing Profiler.EndSample calls in early return cases. It led to errors showing in the console, aswell as incorrect bar sizes in the profiler window. ![image_720](https://media.github.cds.internal.unity3d.com/user/2768/files/b328c4b1-8f21-48cf-964a-400867dbec8d) - An IEnumerable in the Bounds recorder was causing the creating of implicit post blocks, being expensive calls in term of time and allocations. This case was only happening in cases where GPU events or invalid systems (e.g system with no output nor GPU Event) were present. https://media.github.cds.internal.unity3d.com/user/2768/files/39e47f63-ae21-4e17-9127-a713bb589d95 - UUM-43273
…change when the Scene is reloaded Fixes UUM-49000
Regular docs sync to main
This is a backport of a change we have on trunk. No functional change until we add more .tar.zst files.
*[See [this document](https://docs.google.com/document/d/1C4Vc7dOKgoZ2mNqMdugHDg-w6iN7iUYdlBQMGDmVS3E/edit) for details on what can land in 2023.3.]* *[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.]*
…cks (UUM-59882) Fixes UUM-59882. - Destroys a cached volume stack if it has been invalidated. - Fixes a loop in `VolumeManager::Deinitialize()` as it wasn't disposing stacks in an array.
…ot (+ indirectly related to Caustic). JIRA issue: https://jira.unity3d.com/browse/UUM-58386?filter=-1 - The UI should not be rendered when enabling the Fullscreen Passthrough checkbox on the camera (validated with Sebastien and Julien). - Enabling caustic shouldn't make the UI disappear. - By backporting this change, we now have the same behavior than latest Trunk. Both previous issues described are fixed. Final behavior: ![FixCausticPassthrough_23_2](https://media.github.cds.internal.unity3d.com/user/1911/files/c40f478d-b326-48cd-bf5c-ccc3937af256)
gathering of PRs try to fix warnings (#41363) Fix custom post process doc example (#41684) Remove some warning messages from release build (#41734) Fixed NullReferenceException when exiting Play Mode with HDRP + DLSS+ XR (#41683) [Jjira # UUM-54446] Fixing haloing artifacts on motion blur. (#41695)
Final ever regular docs sync to main.
Remove shader warnings: - Shader warning in '...': use of potentially uninitialized variable (GetParticleIndex) at kernel CSMain - Shader warning in 'Sort': use of potentially uninitialized variable (CompareKVP) at kernel MergePass at Sort.compute The fixes were originally part of a larger PR that is not being backported: https://github.cds.internal.unity3d.com/unity/unity/pull/37417
…outputs While implementing instancing support for ShaderGraph keywords for VFX (https://github.cds.internal.unity3d.com/unity/unity/pull/41013), we noticed that ShaderGraph outputs were not using instancing due to a regression (https://github.cds.internal.unity3d.com/unity/unity/pull/16827). We are not backporting the keywords feature, so we need a separate PR for this.
Jira: UUM-55369 How to reproduce: 1. Open any project with Visual Effect Graph installed 2. Create a VFX Graph and open it 3. In a System Label enter loads of characters Actual result: The following console errror >Layout update is struggling to process current layout (consider simplifying to avoid recursive layout): EditorPanelRootElement unity-panel-container3 (x:0.00, y:0.00, width:1084.00, height:590.00) world rect: (x:0.00, y:0.00, width:1084.00, height:590.00)" is logged in the Console and the Editor might freeze and the user will have to close it without saving Expected result: The System Label should have a character limit or other form of validation Reproduced on: Windows 11 ![screenshot](https://jira.unity3d.com/secure/attachment/1311055/Unity_f3YwlUrMU6.png)
Fix UUM-55734 : Sample Camera Buffer in Update Use explicit VFXExpressionTextureWidth/VFXExpressionTextureHeight since _TexelSize isn't available in Dispatch
…SRP) component. Partly backporting what's in [this PR ](https://github.cds.internal.unity3d.com/unity/unity/pull/33451) The lens flare is fully procedural to add minimal size to HDRP package. ![image](https://media.github.cds.internal.unity3d.com/user/1764/files/12141340-cc6c-4b01-b13d-4781830e7ad8) Debug Mode ![image](https://media.github.cds.internal.unity3d.com/user/1764/files/253882f2-2645-462e-9ace-fc02175f475b)
Fix mem leak for ShadowCaster2D
Fixes https://jira.unity3d.com/browse/UUM-61184 Bug: convex hull calculation was wrong in the case of collinear points. An orthographically projected cube with this vertex order formed the following hull: ``` 2 3 / | / | / | 1 5 | | | | 0-------4 ``` Leading to the following result: ![image](https://media.github.cds.internal.unity3d.com/user/2726/files/b824f4a5-47df-4777-8600-706a068c3ea1) After the fix, the hull is corrected.
…ring on PS VR2. Fix the URP bloom shader not working correctly when used with non uniform rasterisation foveated rendering. Adjusted the header include order to make sure the apropriate macros are enabled for the bloom PreFilter shader.
Add support for asymmetric projection matrix in Forward+ when using custom camera.projectionMatrix. For supporting the above, the following changes were made: - Removed the centerOffset needed for VR in favor of the projectionMatrix translation values and embed it in the viewToViewportScaleBiases transformation. - Removed the camera.aspect dependency in favor of the projectionMatrix scale values and embed it in the viewToViewportScaleBiases transformation. - Simplify the math in ViewToTileSpace() and use the precalculated viewToViewportScaleBiases transformation instead of viewPlaneHalfSizeInvs and m_CenterOffset - Replace viewPlaneHalfSizes by viewPlaneBottoms and viewPlaneTops to support asymmetry when calculating planeY.
Spotlights were incorrectly tiled in certain cases in URP's Forward+ path. This happened when the light's view-space vector was perpendicular to the light's view-space direction. ![421773948_759157106141344_2823845647720985995_n](https://media.github.cds.internal.unity3d.com/user/2726/files/4dd77b00-8627-4370-b92b-4741ec192bd9) _Picture of an incorrectly tiled spotlight. This is fixed after the PR._ This PR 1. fixes the bug by moving an epsilon calculation a bit higher up than it used to be 2. documents the code with some comments explaining what the function is doing, since it's very mathy
This PR Fixes an invalid motion vector frame index when graphics jobs are enabled, it is the reason why URP_Terrain tests 300_Motion_Vectors_SpeedTree is failing on some platforms as described https://jira.unity3d.com/browse/UUM-40684 I have also updated the 3 reference images for these tests , and also added a missing reference image.
…ue objects with alpha clipping combined with transparent object and additive blending. The issue is previous frame not cleared before drawing opaque objects with alpha clipping, causing incorrect pixel blending for alpha to coverage. Particularly noticeable with transparent objects using additive blending, resulting in overly bright pixels. Bug: https://jira.unity3d.com/browse/UUM-52949 Backport: https://jira.unity3d.com/browse/UUM-61081
…ng raise exception and lose links Jira: UUM-46548 Steps to reproduce: 1. Create new project and import visual effects graph package 2. Create new empty graph 3. Open attached project in another editor instance 4. Open "New VFX" effect from the attached project 5. In visual effects window, select all nodes and blocks and copy them 6. Return to the newly create project and paste them 7. Notice that node connections are lost, some nodes might not have been copied over and there's an exception in console ArgumentException: Object of type 'UnityEngine.Object' cannot be converted to type 'UnityEditor.Experimental.VFX.Utility.PointCacheAsset'. Expected result: All nodes and their connections are copied over to the new project Note: the exception can also be reproduced by deleting point cache file that is used by a visual effect. Reproduced with: 2021.3.29f1 using 12.1.12 2022.3.7f1 using 14.0.8 2023.1.9f1 using 15.0.6 2023.2.0b4 using 16.0.3
The bug is that spotlight culling is incorrect in orthographic cameras, depending on spotlight/camera rotation. The source of the problem is that circleUp can result in a NaN. This seems to only happen due to BurstCompile param FloatMode.Fast. The bug is fixed by using FloatMode.Default instead. Before this fix, spotlight tiling can look like this: ![image](https://media.github.cds.internal.unity3d.com/user/2726/files/d02ecf66-8840-4853-940a-85f08e38996e) when it should look like this: ![image](https://media.github.cds.internal.unity3d.com/user/2726/files/5e126559-069a-40b4-b002-369935a73d6e)
…hen trying to display VolumeComponents overrides. The VolumeManager initializes the volumes for a pipeline when it is initialized. In the user project, even if the scene view was open, the UniversalRenderPipeline was not created as there was a Built-in debug mode active. When adding an Override on the Volume Profile, the list was null and it has never been initialized.
I've been tagged on this issue: https://jira.unity3d.com/browse/UUM-62071 So I decided to quickly fix it. When using a UI document, the game view was always a black screen, despite having a main camera. Backporting this code from 2023.3 fixes it.
…t actions Fix https://jira.unity3d.com/browse/UUM-45496 This PR fixes a bug where errors would be logged in console after domain reload when 1) user goes to Project Settings > Player and selects Active Input Handling: Input System Package (New), 2) user goes to Project Settings > Input Manager and deletes all entries in the list, but 3) does not (yet) install the Input System Package through Package Manager. In this situation (which is inherently incorrect because input is misconfigured), the debug action registration code gave errors after domain reload due to incorrect indexing of the input axes array. Code is fixed to not rely on existing elements in that array.
Restructure and rename the Customizing URP documentation section to get it ready for Render Graph documentation. Most of the PR renames or moves pages, but there is some new content where I had to create a new landing page or introduction. Jira ticket: [DOCG-4894](https://jira.unity3d.com/browse/DOCG-4894)
…d of BaseType (UUM-56639) Backport of #41408. Fixes UUM-56639.
…quests (UUM-38158) Backport of #31410. Fixes UUM-38158.
Backport of #42246. Fixes UUM-49557.
Adds a guide for users upgrading custom shaders that were originally created to work with the Built-in Render Pipeline so that they work with the Universal Render Pipeline.
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