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Internal/2022.3/staging #8016
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Internal/2022.3/staging #8016
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This change makes sure that tempRT are scaled correctly with Quest renderViewportScale feature without having to reallocate them. Currently, changing XRSettings.renderViewportScale will trigger a reallocation of all tempRT since we modify the cameraTargetDescriptor width/height, which is used by render passes to configure their tempRT. The fix avoids changing the value of cameraTargetDescriptor by using the full RT size as the width and height and enabling scaling of all render targets (using the ScalableBufferManager) that use the cameraTargetDescriptor.
Regular docs sync to main
…when Light points are close to one another Fix case where URP freeform lights glitch when Light points are close to one another.
This PR is mainly addressing an issue about creating subgraph with incompatible port. This issue has been solved by d83b214482e58ec3f72935e31e8f758ce3c240a8 and additional condition `newTargetParameter.type == linkedParameter.parentController.model.type` The unexpected exception while creating a subgraph was creating a dangling state and corrupted graph leading to a crash in `VFXMemorySerializerBindings::StoreObjects` (when a dependencies is `null` for whatever reason). I used this opportunity to handle this most obvious failure throwing an exception in C#. It won't solve all issue but prevent unexpectedly exiting Unity in that case. Bonus after discussion, solving UUM-40383 Missing link on activation slot.
Bug: https://jira.unity3d.com/browse/UUM-56003 Backport: https://jira.unity3d.com/browse/UUM-56193 A DepthNormalPrepass occurs if Decal and Full Screen Pass render features are used, when the Decal is set to Screen Space with Use Rendering layers enabled. This PR changes the FullscreenRenderFeature rendering layers requirement to Opaque, from DepthNormals. This improves performance by eliminating an unneeded extra prepass.
*[See [this document](https://docs.google.com/document/d/1C4Vc7dOKgoZ2mNqMdugHDg-w6iN7iUYdlBQMGDmVS3E/edit) for details on what can land in 2023.3.]* This PR fixes an issue in the TilemapRenderer where it picks up and uses texture shader properties from the previous render node and uses it, when the TilemapRenderer does not set the shader properties. Instead, a default texture property will be used if the shader property is not set in the TilemapRenderer material.
…ators Add, Divide ...) Jira: UUM-46336 How to reproduce: 1. Create a new project with a 3D (URP) or 3D (HDRP) template 2. Add a new Visual Effect Graph 3. In the Visual Effect Graph add “Divide” Node 4. In the Node press on the gear icon 5. Observe the buttons Expected result: Buttons have a new design Actual result: Buttons have old design > Note: also reproducible with other Nodes (Add, Multiply) **Before** ![Unity_QOZkERdApl](https://media.github.cds.internal.unity3d.com/user/4003/files/c077a770-bc61-4e5f-839e-e1ffcfde6d07) **After** ![Unity_rnCRrUlUZc](https://media.github.cds.internal.unity3d.com/user/4003/files/979ce97e-6f84-413d-afa2-7592138b00c7)
…are DRS off by 1 Fixing issues with hardware DRS on console (manifestation is usually bright qnan pixels on the right of the screen). Lowres transparent (aka half res transparent) can be off by one pixel with the hardware resolution dynamic scale. The reason is a small mismatch between RTHandle and the runtime. Unfortunately fixing this problem might require a heavier rewrite to ensure the RTHandle scale works well. As a fix we can compute the error of this scale and plumb it in as a custom DRS scaler (only for the HW path) and fix the issue. Issue only present on xbox as qnans in the border (triggered by only certain resolutions using hardware DRS with transparent lowres).
(Sort of a backport of https://github.cds.internal.unity3d.com/unity/unity/pull/40640, but 2022 docs have a different structure to 2023 docs so I've made all the changes fresh instead of cherry-picking) Fix broken includes in HDRP documentation, due to change in markdown processor. I've added blank lines before and after [!include]s so the includes work properly. I've also updated includes so they no longer include a mix of HTML and markdown, and fixed some tables so they display properly. https://jira.unity3d.com/browse/DOCG-4884
This PR fixes issues when using spawner callbacks in instanced effects. Only the first instance was receiving the correct attributes from the spawner.
Adding 3 examples in the URP package samples > Renderer Feature. The examples will also be used for updating the [how-to-fullscreen-blit](https://docs.unity3d.com/Packages/[email protected]/manual/renderer-features/how-to-fullscreen-blit.html) doc page (working with Oleksandr. [See draft here](https://docs.google.com/document/d/1TP2I0IYPtHLFA9sH9ETxM70XYWcd_V_MFEtsK4suChw/edit). ### BlitToRTHandle ![image](https://media.github.cds.internal.unity3d.com/user/432/files/d6993bb4-2c6d-4aed-9a66-32718ec0522d) The Renderer Feature showcases how to blit to a custom RTHandle and set it as a global texture for other shaders that are used in the scene. ### Distort Tunnel ![DistortTunnel](https://media.github.cds.internal.unity3d.com/user/432/files/0d7ef81e-9a4b-43fd-84f8-0f99075a43a8) The Renderer Feature showcases: - CopyColor pass: Blit the screen color to an RTHandle - Tunnel pass: Render a tunnel object from the scene to another RTHandle - Distort pass: Uses the two RTHandles to create the effect, and blit the result back to screen ### DepthBlit ![image](https://media.github.cds.internal.unity3d.com/user/432/files/16948b79-e484-4457-be90-94cbe2952025) The Renderer Feature showcases how to use the URP [CopyDepthPass](https://docs.unity3d.com/Packages/[email protected]/api/UnityEngine.Rendering.Universal.Internal.CopyDepthPass.html) and [DepthOnlyPass](https://docs.unity3d.com/Packages/[email protected]/api/UnityEngine.Rendering.Universal.Internal.DepthOnlyPass.html), to blit the depth buffer into our own RTHandle. Then this RTHandle is used to render this fading effect.
…lection probe clipping This PR fixes the bug: UUM-51664. Forward+ is currently clipping both lights and reflection probes. Light could also push reflection probes out of the bins on mobile making the reflection probes a lower priority than lights which is no longer the case. Lights and reflection probes are clipped because there was an overflow in the bins that were run through. This PR also moves the probe sorting to the ScriptableCulling instead of doing it after culling the reflection probes inside ForwardLights.cs
…ount (UUM-33751) Backport of #39063 Fixes UUM-33751. The enabling of light layers was not taking scene lighting in to account when rendering the scene view. This PR adds a check for this for Forward and Deferred,
…d heavy allocs in Component board This PR fixes 2 issues : - 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
Backport of #39509 and #41063 This PR improves runtime performance by adding missing checks for _ALPHATEST_ON keyword. To get better performance, the keyword needed to be available for both Vertex & Fragment shaders in some places. Also does a little bit of a cleanup for LOD Crossfade keyword checks.
Regular docs sync to main.
Backport Foveated Rendering for Forward+ Trunk PR: https://github.cds.internal.unity3d.com/unity/unity/pull/29102
…me objects layer Replicate: #7932 And add the disable for Rendering.
partial backport of https://github.cds.internal.unity3d.com/unity/unity/pull/36370/ Uses the new multiscattering approx to have much more efficient precomputation, and lower memory usage
Fix incorrect raytracing limitation documentation
Fixing typos in the Shader Graph Node Reference sample set. This is backport of the original fix: Original PR in trunk: https://github.cds.internal.unity3d.com/unity/unity/pull/41289 Bug: UUM-58644 Forum post: https://forum.unity.com/threads/new-node-reference-samples.1516337/
This PR fixes an issue with SRP XR Tests failing due to MockHMD not being added by default with XR Management 4.4.0. The SRP XR Tests require MockHMD, but relied on XR Management 4.4.0 keeping MockHMD as the default and therefore when 4.4.0 changed the default the tests started failing.
…th is empty Jira: UUM-28009 How to reproduce: - Pull vfx-qa-ftp (link in the comments) - Switch to 14.x branch (2022.2) - Open project with 2022.2 and noticed that there are no errors thrown (The VFX Graph cannot be compiled because a Shader Graph asset located here '' is missing.) - Observe that Shader Graph asset located here '' is missing is thrown 🔼 This is the original scenario (slightly modified though because of many backports were done since) There are two issues in this project: 1. The shader graph asset is really missing (but referenced in the VFX Graph) 2. The error message is not really helpful since the path is empty ℹ To reproduce the issue on 2022.3 you should rather do: 1. Create a new VFX 2. Replace the default output by an `Output Particle ShaderGraph Quad` 3. Open the VFX file in text editor and search for `shaderGraph: {fileID:` 4. Replace by: `shaderGraph: {fileID: -5475051401550479605, guid: 182c13c90ad06604996180249b5d73a2, type: 3}` ℹ Alternatively you can: 1. Create a new Unity project 2. Create a new VFX Graph 3. Create a Shader Graph which supports VFX and use it in the VFX you just created 4. Select the VFX Graph asset in the project browser and export it to custom package 5. ⚠Uncheck the Shader Graph in the list of assets to export (so it's missing) 6. Import that package in a different project 💬This PR change the message when the path is empty (it happens if the resource has never been imported in the project)
Regular docs sync to main
Gathering of PRs Update surf grad image (#40609) Fix copy matching properties on variants (#40628) [HDRP] Fix Blackman-Harris filter for Temporal Antialiasing (#40694) [HDRP] Graphics/hd/fix/static lighting tab (#40709) Fix motion vectors overriding custom interpolator values (#40637) Being stricter on path traced transparent shadows (#40786) Update getting started documentation (#40794) Fix Console errors with ReflectionProxyVolume component Gizmo (#40766) Fix potential issue with aggregate culling params from custom passes (#41037) increase maximum cube reflection probes on screen (#40706) Fix Invalid ComputeBuffer Exception (#40865) Fix GetLutStripValue for non-power-of-2 sizes (#40769) Handle adding mirror without selecting a parent (#40714) Fix porbe volume realtime subdivision culling (#40862) Fix property not being updated when changing the radius of a disk light. (#40736)
…tter what RP is active AssetImportWorker is a completely separate process which will have their own instance of Render Pipeline. Although, it can't ensure and migrate any asset. This operations should be performed on the main process. This means they should create Render Pipeline instance only after the main process migrated everything. We are achieving this by always ensuring Global Settings no matter what Render Pipeline is active. In addition, we need to save the assets otherwise Workers will not see the changes. https://jira.unity3d.com/browse/UUM-47264
…ot (+ indirectly related to Caustic). JIRA issue: https://jira.unity3d.com/browse/UUM-58386 - 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](https://media.github.cds.internal.unity3d.com/user/1911/files/ec4e60e2-c09d-4e87-a0cb-e5a771ce9548)
Regular docs sync to main.
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