{"payload":{"feedbackUrl":"https://github.com/orgs/community/discussions/53140","repo":{"id":252826419,"defaultBranch":"master","name":"Graphics","ownerLogin":"Unity-Technologies","currentUserCanPush":false,"isFork":false,"isEmpty":false,"createdAt":"2020-04-03T19:51:09.000Z","ownerAvatar":"https://avatars.githubusercontent.com/u/426196?v=4","public":true,"private":false,"isOrgOwned":true},"refInfo":{"name":"","listCacheKey":"v0:1726477917.0","currentOid":""},"activityList":{"items":[{"before":"161b0bdaa69de4b3c58085799a6acb03b0134a43","after":"3fb000debc138e82dcd7ac069c6818c4857a78da","ref":"refs/heads/master","pushedAt":"2024-09-19T13:07:05.000Z","pushType":"pr_merge","commitsCount":93,"pusher":{"login":"UnityAljosha","name":null,"path":"/UnityAljosha","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/48945310?s=80&v=4"},"commit":{"message":"Merge pull request #8100 from Unity-Technologies/internal/master\n\nInternal/master","shortMessageHtmlLink":"Merge pull request #8100 from Unity-Technologies/internal/master"}},{"before":"92378cffbdc8e35e6360ad64154b67e27459028f","after":"28c0840a954dac225b0b924815c93c886ecf8dd3","ref":"refs/heads/internal/master","pushedAt":"2024-09-19T12:56:56.000Z","pushType":"push","commitsCount":92,"pusher":{"login":"unity-emilk","name":null,"path":"/unity-emilk","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/69844244?s=80&v=4"},"commit":{"message":"[VFX] Strip tangent not properly computed when using Shader Graph output\n\nTo compute the tangents for strips, we check the distances to previous and next particles, and obtain the direction.\nWhen the particles are too close, the direction may not be representative, so we check that they are under a certain threshold.\nThe threshold used is good enough for distance but, since we are testing distances squared, it turns out to be to large.\nThis was already fixed for VFX graph generated shaders, but we missed the same code path for Shader Graph generated shaders.\n\nWrong\n\n\nRight\n","shortMessageHtmlLink":"[VFX] Strip tangent not properly computed when using Shader Graph output"}},{"before":"77948e4a5c0c10bb4f34f65d7aa02af86cf304d3","after":"358299bdc73e21b08f591ae44cdaf13c718915db","ref":"refs/heads/2021.3/staging","pushedAt":"2024-09-19T09:06:26.000Z","pushType":"pr_merge","commitsCount":31,"pusher":{"login":"UnityAljosha","name":null,"path":"/UnityAljosha","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/48945310?s=80&v=4"},"commit":{"message":"Merge pull request #8098 from Unity-Technologies/internal/2021.3/staging\n\nInternal/2021.3/staging","shortMessageHtmlLink":"Merge pull request #8098 from Unity-Technologies/internal/2021.3/staging"}},{"before":"943c7435534cae515e5aca729a6410633674c5df","after":"3619565e005d97ab297b032b48eb85b9d7ccc72f","ref":"refs/heads/internal/2022.3/staging","pushedAt":"2024-09-19T08:47:20.000Z","pushType":"push","commitsCount":20,"pusher":{"login":"unity-emilk","name":null,"path":"/unity-emilk","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/69844244?s=80&v=4"},"commit":{"message":"[Port] [2022.3] [HDRP] Fix sun flicker where the sun is close to cloud boundaries.\n\nJira: [UUM-70628](https://jira.unity3d.com/browse/UUM-70628)\nParent PR: [#48000](https://github.cds.internal.unity3d.com/unity/unity/pull/48000)\n\nAs reported in JIRA, the sun flicker problem occurs when the directional light is close to cloud boundaries. This can only be reproduced if `perceptual blending` is enabled on volumetric clouds. The transmittance of each pixel changes every frame due to ray marching noise and temporal reprojection. When perceptual blending is enabled, it divides the transmittance by the current luminance of the target pixel, so it reduces the RGB value dramatically when the luminance is really high.\n\n![image](https://media.github.cds.internal.unity3d.com/user/3842/files/c2c067db-d228-4500-b28d-4f9d0295c004)\n\nWhen the `perceptual blending` is disabled, we simply use the original input transmittance, so that neighboring pixels have slightly different values. However, we reduce the transmittance by luminance when `perceptual blending` is enabled. This causes a huge pixel value change for neighboring pixels at the cloud boundaries, so the sun flickers.\n![image](https://media.github.cds.internal.unity3d.com/user/3842/files/06816951-ac8b-4523-a0e6-36db227fc146)\n\nBy softening the transmittance attenuation curve with a `pow(transmittance, 6)` clamp, we can prevent sun flicker and slightly improve the perceptual blending where the sun is behind the clouds.\n![image](https://media.github.cds.internal.unity3d.com/user/3842/files/cce785be-a336-48b9-871b-aa53443c58b2)\n\n\n| Before | After |\n| -- | -- |\n| ![image](https://media.github.cds.internal.unity3d.com/user/3842/files/594c9648-dd7e-4fa0-aa72-4f4cd3643ac3)|![image](https://media.github.cds.internal.unity3d.com/user/3842/files/cb52d81c-82c6-4b7a-bdff-d8dda24d7bf6)|","shortMessageHtmlLink":"[Port] [2022.3] [HDRP] Fix sun flicker where the sun is close to clou…"}},{"before":"a1d9b6c811eba45179ffa0f38487d62b7ee3a42b","after":"b08c5f3e6c71b6d8cfb14f4c7f1903747f7e2ca2","ref":"refs/heads/internal/2021.3/staging","pushedAt":"2024-09-18T16:35:35.000Z","pushType":"push","commitsCount":30,"pusher":{"login":"unity-emilk","name":null,"path":"/unity-emilk","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/69844244?s=80&v=4"},"commit":{"message":"[Port] [2021.3] Fixed the BlockNode to display the name using DisplayName.\n\nJira: https://jira.unity3d.com/browse/UUM-76081\n\nAdded a displayName to AbstractMaterialNode to use when displaying it in the Graph Inspector. displayName defaults to name, and is overridden by BlockNode to create it using shaderStage and displayName.\n![image](https://media.github.cds.internal.unity3d.com/user/761/files/74c417ea-4dc5-43e9-8637-65ecb678eb63)\n\nThe changed name looks like this:\n
Before | After |
---|---|
VertexDescription.Position Node | Vertex Position Node |
VertexDescription.Normal Node | Vertex Normal Node |
VertexDescription.Tangent Node | Vertex Tangent Node |
SurfaceDescription.BaseColor Node | Fragment Base Color Node |
SurfaceDescription.NormalTS Node | Fragment Normal (Tangent Space) Node |
SurfaceDescription.Metalilc Node | Fragment Metallic Node |
SurfaceDescription.Smoothness Node | Fragment Smoothness Node |
SurfaceDescription.Emission Node | Fragment Emissiton Node |
SurfaceDescription.Occlusion Node | Fragment Ambient Occlusion Node |