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Internal/2023.2/staging #7998
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Internal/2023.2/staging #7998
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…spector the loop was changing the quality settings which is slow
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.
Fixes and issue where URP post processing, specifically dithering, was setting the random state every frame and not restoring it. A before / after from the user project: ![before-after](https://media.github.cds.internal.unity3d.com/user/2181/files/8946b40f-a3c2-4610-a0aa-f610625a37f8)
…GFXMESH-69 This is _**1/3**_ PRs to add support for per-vertex motion vectors with DOTS Deformations on URP, [GFXMESH-69](https://jira.unity3d.com/browse/GFXMESH-69). This PR updates the `MotionVectorPass` which will be enabled via the `ComputeDeformNode` in Shader Graph. This builds on the previous work for supporting motion vectors on DOTS, HDRP and URP linked below. Bug: [UUM-55030: Motion vectors for Dots Deformations broken on URP](https://jira.unity3d.com/browse/UUM-55030) Related PRs: [2/3: DOTS Deformations per-vertex motion vectors for URP - unity/dots PR](https://github.cds.internal.unity3d.com/unity/dots/pull/10580) [3/3: DOTS Deformations per-vertex motion vectors for URP - Documentation & Tests](https://github.cds.internal.unity3d.com/unity/dots/pull/10602) Previous work: [Add support for skinned motion vectors in HDRP for DOTS](https://ono.unity3d.com/unity/unity/pull-request/142836/_/graphics/dots-deformations/motionvectors-hdrp) [Enable per vertex motion vectors for deformed meshes in HDRP](https://github.cds.internal.unity3d.com/unity/dots/pull/4596) [[2023.2][URP] Fix missing LOD CrossFade and AlphaClip support in the motion vector pass](https://github.cds.internal.unity3d.com/unity/unity/pull/21907) [[2023.2][URP] Add Alembic and shadergraph authoring support for motion vectors](https://github.cds.internal.unity3d.com/unity/unity/pull/24801) ![MotionVectors](https://media.github.cds.internal.unity3d.com/user/4228/files/5cbb8c94-2403-4cf8-b87a-9b567815a548)
… and picking in combination with the BRG When using BRGs(such as with entities) picking and selection outline would not correctly reflect vertex deformations. This is because the DOTS_INSTANCING wasn't defined in the relevant passes. This PR adds DOTSPregraph to passes so that the DOTS_INSTANCING marcro is defined when needed. Ticket ID: https://jira.unity3d.com/browse/UUM-51502
Gathering of PRs Avoid leaking when activating Dynamic Resolution + Refraction (#36930) ** Fixing DRS + HDR rendering for UI ** (#37932) Fix texture array grad issue: missing macro for Texture 2d array gradient (#38414)
…ern in recorder set-up This tackles the sticky noise issue flagged by Cartier.
Fix regression of cloud rendering being applied on top of the prefab view.
Fixing and Improving the color checker. Fixed UUM-49632 as well (but can't create the port for unknow reasons)
…and requiring a checkout of VC Fix ShaderGraph dirty when first opened. Note that I needed to change the hashcode computation of some properties to make sure the hash is always 0 by default. This ensures that a new ShaderGraph will have the exact same hash as the serialized one when the graph is created on the disk.
Fix doc example custom pass outline, see https://forum.unity.com/threads/viewport-is-incorrect-in-a-custom-pass-running-in-afterpostprocess-when-using-dynamic-resolution.1008029/#post-9370811 for more information.
Remove stray meta file left by this PR https://github.cds.internal.unity3d.com/unity/unity/pull/35704
Fixed double Shadow Quality UI in HD Lights This was caused by faulty logic in testing whether a filtering quality level was available for a particular type of light. Also removed an inconsistent space.
HDRP - What's New 23.2 / 16.0 backport of https://github.cds.internal.unity3d.com/unity/unity/pull/30432 Doc only
Backport of https://github.cds.internal.unity3d.com/unity/unity/pull/39298 for [UUM 55292](https://jira.unity3d.com/browse/UUM-55292) The dynamic batching documentation is outdated. In URP projects, enabling dynamic batching is not in the player settings, causing some user confusions. Backport: [UUM-55920](https://jira.unity3d.com/browse/UUM-55920) Bug: [UUM-55292](https://jira.unity3d.com/browse/UUM-55292)
…th HLSL 2021 This PR expand various expression in code that aren't compatible with new HLSL 2021 compiler. https://devblogs.microsoft.com/directx/announcing-hlsl-2021/ in particular Logical Operator Short Circuiting are an issue and new compiler introduce new macro for vector operation (select(), or(), and()). Fix for this reported issue: https://jira.unity3d.com/browse/HDRP-3193
Fix APV debug shaders names and tags on URP This JIRA : https://jira.unity3d.com/browse/UUM-47145
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
Fix URP shader graph in SH vertex evaluation mode. Fix ComplexLit missing APV include. Fix missing SH vertex evaluation various secondary URP shaders.
Jira: UUM-55153 Steps to reproduce: - In the project browser create a RenderTexture - Create a new VFX Graph - Add a Sample Texture 2D node - Try to find the created render texture or try to drop it from the project browser 👎Actual result: the render texture cannot be found and the drag&drop is rejected 👍Expected result: the render texture is listed in the search window and the drag&drop is accepted. 🧵For reference the issue has been raised on the forum [here](https://forum.unity.com/threads/can-no-longer-use-render-textures-in-sample-texture-2d-node-in-unity-2022.1511789/)
Reported here https://unity.slack.com/archives/C6Y79CZM0/p1696952455221199 Fixed error in the console when enbling a debug mode and volumetric clouds are on This acutally fixes a more serious issue where volumetric clouds shadow would be computed on all directional lights introduced by https://github.cds.internal.unity3d.com/unity/unity/pull/19281
- Fixes the following issue: [UUM-47142](https://jira.unity3d.com/browse/UUM-47142) Frag() in ShaderPassDecal.hlsl when using deferred rendering pipeline can potentially use an uninitialized world space normal when calculating inputData.bakedGI. So, as is done just above for screen space the normal is initialized ahead of time so GI can be calculated correctly and passed on to the final output data.
Regular docs sync to main
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