Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fixed an issue where entering playmode would close the LookDev window. #1937

Merged
merged 5 commits into from
Sep 25, 2020

Conversation

JulienIgnace-Unity
Copy link
Contributor

Purpose of this PR

Fixed an issue where entering playmode would close the LookDev window.

This PR is based on #1925

Fixes this issue: https://fogbugz.unity3d.com/f/cases/1263108/


Testing status

After opening the lookdev window (with a valid env library and an object loaded to observe proper rendering)

  • With undocked window, tried entering/exiting playmode => Window still open
  • Same with docked
  • Tried opening the lookdev from various environment library assets inspector
  • Also tried removing the HDRP asset to check that LookDev would close properly with the right error message.

@Unity-Technologies/gfx-qa-hdrp my testing seems good enough but I'd like a double check since the lookdev has been known to have weird behavior like these before.

@github-actions
Copy link

It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page)
and cancel any jobs that started on Yamato.
See the PR template for more information.
Thank you!

Copy link
Contributor

@TomasKiniulis TomasKiniulis left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Still getting the following when exiting playmode with LookDev open:

NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Rendering.LookDev.Stage.OnBeginRendering (UnityEngine.Rendering.LookDev.IDataProvider dataProvider) (at C:/Users/Tomas/Documents/Github_Projects/Graphics2/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs:247)

Can't find any particular patter of this error appearing, but it seems to be relatively common switching between docked and undocked window and entering back to playmode

Copy link
Collaborator

@RSlysz RSlysz left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

lgtm

Comment on lines 628 to 640
void Update()
{
// [case 1245086] Guard in case the SRP asset is set to null (or to a not supported SRP) when the lookdev window is already open
// Note: After an editor reload, we might get a null OnUpdateRequestedInternal and null SRP for a couple of frames, hence the check.
if (!LookDev.supported && OnUpdateRequestedInternal != null)
{
// Print an error and close the Lookdev window (to avoid spamming the console)
Debug.LogError($"LookDev is not supported by this Scriptable Render Pipeline: "
+ (RenderPipelineManager.currentPipeline == null ? "No SRP in use" : RenderPipelineManager.currentPipeline.ToString()));
LookDev.Close();
}
}

Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Isn't this change part of another PR ?

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Yep, it's mentioned in the PR description :) We need to merge them in order.

@sebastienlagarde sebastienlagarde merged commit 619f38a into HDRP/staging Sep 25, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/fix-lookdev-playmode branch September 25, 2020 12:36
sebastienlagarde added a commit that referenced this pull request Sep 25, 2020
sebastienlagarde added a commit that referenced this pull request Oct 1, 2020
* Factorised the blackboard properties code

* Started to add diffusion profile material property drawer

* Experimenting with material property drawers

* Cleanup code and use SRP asset types instead of render pipeline types

* Cleanup

* Skip biquadratic reconstruction when doing filtering

* changelog

* Cleanup

* Use int instead of float (was doing experiment with multiple options)

* Added diffusion profile shader property drawer

* Mis missing docs

* Moving function to internal and adding doc for missing param in planar reflection function

* Cleanup code

* Halving the perf impact of film grain and sRGB dithering in Final pass (#1782)

* Optimize ALU of grain and dithering

* changelog

* Fix when res is smaller than grain texture

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* New DXR HDRP test for testing SNorm16 vertex format support in ray tracing shaders (#1651)

* Added new DXR test (6000_VertexFormats) for testing a few vertex attribute formats.

* Deleted unused material

* Perform the first mip of the depth pyramid alongside the downsample of depth buffer for low res transparents (#1800)

* Skip redundant mip0 of depth pyramid

* changelog

* Fix register on ps

* Reuse minDepth

* Make sure in rendergraph the copy of the depth buffer happens.

* Wrong naming

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix for text of shadow splits being truncated at the bottom (#1822)

* Add some more margin

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix property field drawing in custom pass volume (#1824)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Force probe to render again if first time was during async shader compilation (#1847)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Refresh environment library field in Lookdev (#1849)

* Refresh the library field too

* Add the refresh on Repaint

* Changelog

* Guard for null

* Revert "Add the refresh on Repaint"

This reverts commit 072c8e5.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix matcap preferences serialization issue (#2013)

* Fix serialization issue

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Added a way to check the normals through the material views. (#1895)

* Added a way to check the normals through the material views.

* Adding the information in the documentation

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [10.x.x] AxF UI improvements (#1902)

* AxF UI - Remove possibility to select main BRDF as BTF since it is unsupported (could be handy to show it if it was imported as such, but for now we safely ignore since importer doesn't produce a material with that mode selected)
Also prevent compilation error even if selected.

* AxF UI - Add a bit of tooltips (even if for some fields engine editor bug doesn't show them), group advanced surface inputs into their own foldable UI block, make clearer the tiling/offset vector meaning.

* AxF UI - Remove UI parts that were moved into the main mapping section.

* AxF - Update the documentation to reflect UI changes.

* AxF new UI - Add missing file

* Close popup window when focus is lost (case 1258571) (#1907)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Default contact shadow LIGHT quality setting set to true on High (#1911)

* Have contact shadow on high quality.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix double addition to sorted list (#1916)

* Added the possibility to replace or overwrite already existing local package when installing a new one. (#1921)

* When trying to install the local configuration package, if another one is already present the user is now asked whether they want to keep it or not.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an exception thrown when closing the lookdev because there is no active SRP anymore. (#1925)

* Fixed an exception thrown when closing the lookdev because there is no active SRP anymore.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed UI alignment of framesettings (#1929)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where entering playmode would close the LookDev window. (#1937)

* Fixed an exception thrown when closing the lookdev because there is no active SRP anymore.

* Update changelog

* Fixed an issue where entering playmode would close the LookDev window.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Added Simple mode to Earth Preset for PBR Sky (#1866)

* Added Simple Earth Mode to PBR Sky

* Update doc

* update doc

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix hair shader compilation issue with Debug Display mode (#2023)

* Fix compilation issue with debug mode and hair

* Update CHANGELOG.md

* Improve MSAA color resolve when very different samples are merged together (#1839)

* Improve MSAA color resolve.

* Changelog

* Revert unwanted changes

This reverts commit a55a905.

* Update refs

* Linux refs

* update linux and mac reference screenshots

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Revert "Fix hair shader compilation issue with Debug Display mode (#2023)"

This reverts commit 16989c6.

* Screen Space Ambient Occlusion for Shadow Matte (#1901)

* Added the export of normals during the prepass for shadow matte for proper SSAO calculation.

* change log

* update reference screenshots

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed Cutoff not working properly with ray tracing shaders default and SG (case 1261292). (#1923)

* Fixed Cutoff not working properly with ray tracing shaders default and SG (case 1261292).

* Update LitData.hlsl

* Update AxFData.hlsl

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix hair shader compilation issue with Debug Display mode (#2034)

* Fix compilation issue with debug mode and hair

* Update CHANGELOG.md

* Update Deferred.compute

* Update LightLoop.hlsl

* add missing meta

* Added BlackboardInputInfo attribute to order and rename shader inputs

* changed int priority to float

* Don't show shader input that don't have the BlackboardInputInfo attribute

Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: IonutNedelcuUnity <43206223+IonutNedelcuUnity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
sebastienlagarde added a commit that referenced this pull request Oct 4, 2020
* Skip biquadratic reconstruction when doing filtering

* changelog

* Use int instead of float (was doing experiment with multiple options)

* Mis missing docs

* Moving function to internal and adding doc for missing param in planar reflection function

* Halving the perf impact of film grain and sRGB dithering in Final pass (#1782)

* Optimize ALU of grain and dithering

* changelog

* Fix when res is smaller than grain texture

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* New DXR HDRP test for testing SNorm16 vertex format support in ray tracing shaders (#1651)

* Added new DXR test (6000_VertexFormats) for testing a few vertex attribute formats.

* Deleted unused material

* Perform the first mip of the depth pyramid alongside the downsample of depth buffer for low res transparents (#1800)

* Skip redundant mip0 of depth pyramid

* changelog

* Fix register on ps

* Reuse minDepth

* Make sure in rendergraph the copy of the depth buffer happens.

* Wrong naming

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix for text of shadow splits being truncated at the bottom (#1822)

* Add some more margin

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix property field drawing in custom pass volume (#1824)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Force probe to render again if first time was during async shader compilation (#1847)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Refresh environment library field in Lookdev (#1849)

* Refresh the library field too

* Add the refresh on Repaint

* Changelog

* Guard for null

* Revert "Add the refresh on Repaint"

This reverts commit 072c8e5.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix matcap preferences serialization issue (#2013)

* Fix serialization issue

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Added a way to check the normals through the material views. (#1895)

* Added a way to check the normals through the material views.

* Adding the information in the documentation

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [10.x.x] AxF UI improvements (#1902)

* AxF UI - Remove possibility to select main BRDF as BTF since it is unsupported (could be handy to show it if it was imported as such, but for now we safely ignore since importer doesn't produce a material with that mode selected)
Also prevent compilation error even if selected.

* AxF UI - Add a bit of tooltips (even if for some fields engine editor bug doesn't show them), group advanced surface inputs into their own foldable UI block, make clearer the tiling/offset vector meaning.

* AxF UI - Remove UI parts that were moved into the main mapping section.

* AxF - Update the documentation to reflect UI changes.

* AxF new UI - Add missing file

* Close popup window when focus is lost (case 1258571) (#1907)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Default contact shadow LIGHT quality setting set to true on High (#1911)

* Have contact shadow on high quality.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix double addition to sorted list (#1916)

* Added the possibility to replace or overwrite already existing local package when installing a new one. (#1921)

* When trying to install the local configuration package, if another one is already present the user is now asked whether they want to keep it or not.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an exception thrown when closing the lookdev because there is no active SRP anymore. (#1925)

* Fixed an exception thrown when closing the lookdev because there is no active SRP anymore.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed UI alignment of framesettings (#1929)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where entering playmode would close the LookDev window. (#1937)

* Fixed an exception thrown when closing the lookdev because there is no active SRP anymore.

* Update changelog

* Fixed an issue where entering playmode would close the LookDev window.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Added Simple mode to Earth Preset for PBR Sky (#1866)

* Added Simple Earth Mode to PBR Sky

* Update doc

* update doc

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix hair shader compilation issue with Debug Display mode (#2023)

* Fix compilation issue with debug mode and hair

* Update CHANGELOG.md

* Improve MSAA color resolve when very different samples are merged together (#1839)

* Improve MSAA color resolve.

* Changelog

* Revert unwanted changes

This reverts commit a55a905.

* Update refs

* Linux refs

* update linux and mac reference screenshots

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Revert "Fix hair shader compilation issue with Debug Display mode (#2023)"

This reverts commit 16989c6.

* Screen Space Ambient Occlusion for Shadow Matte (#1901)

* Added the export of normals during the prepass for shadow matte for proper SSAO calculation.

* change log

* update reference screenshots

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed Cutoff not working properly with ray tracing shaders default and SG (case 1261292). (#1923)

* Fixed Cutoff not working properly with ray tracing shaders default and SG (case 1261292).

* Update LitData.hlsl

* Update AxFData.hlsl

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix hair shader compilation issue with Debug Display mode (#2034)

* Fix compilation issue with debug mode and hair

* Update CHANGELOG.md

* Update Deferred.compute

* Update LightLoop.hlsl

* add missing meta

* Fix cubemap static preview + remove custom inspector (#2041)

* Removed HDCubemapInspector

* Updated changelog

* Fixed wizard DXR setup for non-compatible systems (#2003)

* Fixed wizard DXR setup for non-compatible systems

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Custom Post Process affecting preview cameras (#1988)

* Fix after opaque and sky post processes not disabled by frame setting

* Disable custom post process for previews

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix for lens distortion breaking rendering (#1938)

* Do different check to see if lens distortion is on

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed save popup appearing twice (#2002)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Remove unused variable causing error (#1942)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add screenshots of the debug modes (#2051)

* Add back hdri distortion (#2049)

* Fixed the dependecy of FrameSettings (MSAA, ClearGBuffer, DepthPrepassWithDeferred) (case 1277620). (#1915)

* Fixed the dependecy of FrameSettings (MSAA, ClearGBuffer, DepthPrepassWithDeferred) (case 1277620).

* fixing typos

* Update FrameSettingsUI.Drawers.cs

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fixed the usage of GUIEnable for volume components (case 1280018). (#1996)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed the diffusion profile becoming invalid when hitting the reset button (case 1269462). (#2000)

* Fixed the diffusion profile becoming invalid when hitting the reset (case 1269462).

* removing unwanted changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* bump time (#2047)

* Fix issue with MSAA resolve killing alpha channel (#2046)

* Preserve alpha channel during resolve.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix warning (#2057)

* - Fixed a warning in materialevalulation (#2058)

- Fixed an error when building the player.

* Fix box light disappearing when range is below 1 and no range attenuation (#1989)

* Fix

* Changelog

* Fix typo

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Switch RenderGraph path as default. (#1783)

* Enable Render Graph by default.

* Fixed a leak in test 9901

* Enabled debug menu entry for enabling/disabling Render Graph

* Cleaned up Raytracing buffers when not using rendergraph

* Fixed path tracing and non render graph path.

* Fixed AO allocation

* Updated yamato to change RenderGraph tests to non render graph tests.

* Removed unused function

* Fixed ambient occlusion with Render Graph

* Fixed Render Graph Log to log all graphs during a frame.

* Fixed binding of light list buffers in forward.

* Fixed GCalloc

* Remove obsolete member of test cameras

* Workaround for weird gcalloc in GrabCoCHistory when XR and RG are both enabled.

* Post merge fix

* Temp yamato remote fix

* Tentative fix part 2

* Revert "Tentative fix part 2"

This reverts commit 4f6f83d.

* Revert "Temp yamato remote fix"

This reverts commit 22e6617.

* Tmp workaround yamato remote

* Missing doc

* Replace scp with rsync to avoid locked .git issue

* Fixed transparent MSAA

* Update yml

* Fixed some full screen debug with XR.

* Revert "Replace scp with rsync to avoid locked .git issue"

This reverts commit 60b47e2.

# Conflicts:
#	.yamato/hdrp-osx-metal.yml
#	.yamato/hdrp_hybrid-osx-metal.yml
#	.yamato/shadergraph-osx-metal.yml
#	.yamato/universal-osx-metal.yml
#	.yamato/universal_hybrid-osx-metal.yml
#	.yamato/vfx_hdrp-osx-metal.yml
#	.yamato/vfx_urp-osx-metal.yml

* regen yml

* Disable GCAlloc tests on macos

* Added an index to render graph texture resources name to help tracking in analysis tools.

* Removed useless parameters

* Fixed ResolveFullScreenDebug on Vulkan.

* Fixed binding of depth pyramid shader parameter during forward transparent passes.

* Fixed motion vector buffer binding in custom passes.

* Fixed a wrong test in custom passes.

* Bind null handle to avoid issue with planar not needing this, but main camera not.

* Changelog

* Comment

* Update yml files

* Update yml files

* update resource asset and refrence screenshots for 001-HDTemplate

* Update yml

Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com>
Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Misc Render Graph Improvements (#2060)

* Enable Render Graph by default.

* Fixed a leak in test 9901

* Enabled debug menu entry for enabling/disabling Render Graph

* Cleaned up Raytracing buffers when not using rendergraph

* Fixed path tracing and non render graph path.

* Fixed AO allocation

* Updated yamato to change RenderGraph tests to non render graph tests.

* Removed unused function

* Fixed ambient occlusion with Render Graph

* Fixed Render Graph Log to log all graphs during a frame.

* Fixed binding of light list buffers in forward.

* Fixed GCalloc

* Remove obsolete member of test cameras

* Workaround for weird gcalloc in GrabCoCHistory when XR and RG are both enabled.

* Post merge fix

* Temp yamato remote fix

* Tentative fix part 2

* Revert "Tentative fix part 2"

This reverts commit 4f6f83d.

* Revert "Temp yamato remote fix"

This reverts commit 22e6617.

* Tmp workaround yamato remote

* Missing doc

* Replace scp with rsync to avoid locked .git issue

* Fixed transparent MSAA

* Update yml

* Fixed some full screen debug with XR.

* Revert "Replace scp with rsync to avoid locked .git issue"

This reverts commit 60b47e2.

# Conflicts:
#	.yamato/hdrp-osx-metal.yml
#	.yamato/hdrp_hybrid-osx-metal.yml
#	.yamato/shadergraph-osx-metal.yml
#	.yamato/universal-osx-metal.yml
#	.yamato/universal_hybrid-osx-metal.yml
#	.yamato/vfx_hdrp-osx-metal.yml
#	.yamato/vfx_urp-osx-metal.yml

* regen yml

* Disable GCAlloc tests on macos

* Fixed a leak.

* Change bad variable name.

* Split debug overlay passes to avoid always reading their inputs

Refactored DebugOverlay to make it a class.

* Fixed decal atlas debug with RG

* Added name to the backbuffer and a newline between Texture and Compute resources.

* Properly added name to backbuffer.

* Fixed debugger display for resource handles

* Added meta info to resource handles to better check validity.

Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com>

* Fixed Probe Volumes with render graph. (#2061)

* Improve light AABB generation #2 (#1906)

* Implement clipping and culling (does not consider view frustum corners)

* Support orthographic projection

* Turn 'scaleXY' into a scalar

* Test corners of the view volume

* Improve the placeholder for the linear depth

* Fix aspect

* Bugfix

* Optimize

* Also store view space Z

* Optimize orthographic

* Optimize LUT

* Add wave intrinsic support

* Fix group count

* Reduce the kernel count to 1

* Remove old code

* Bounds check

* Add a profiling marker

* Fix lane masks

* Fix compiler warning

* Remove GPU Pro reference

* Be politically correct

* No instrinsics on Xbox

* Update CHANGELOG.md

* update reference screenshots for mac

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Update TestCaseFilters.asset (#2067)

* Fix alpha not having TAA applied to it. (#2069)

* TAA'd alpha was never output

* Changelog

* Fix issues with bloom sampling outside  (#1930)

* Fix leftover from guard bands and fix wrong clamping of UVs

* Changelog

* Fix dof bug

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix rendergraph on consoles when motion vectors are enabled (#2076)

* Fix

* reput the branch

* changelog

* Revert history change

* Update material.hlsl include in all .shader to be at correct location (#2082)

* removed reference screenshots

* update reference screenshots

* quie warning in srcbounds.compute

* update .meta for reference screenshots

* Revert: Fix alpha not having TAA applied to it. (#2069)

* update screenshost of runtime test

* Update 4052_TAA.png

* Fixed the Ray-Tracing related Debug Display not working in render graph mode. (#1971)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix nan in the pbr sky (#1983)

* Fix nan in pbr sky

* use safepositivepow

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [HDRP][LookDev] Ensure stylesheet are loaded before applying them on Domain Reload (#1985)

* Ensure stylesheet are loaded before applying them on Domain Reload

* Added changelog description

* Fix for upgrade package workflow

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix accumulation on DX11 (#1987)

* Fix accumulation on DX11

* Remove left-over line of code

* minor bugfix

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [HDRP][Compositor] Fix issue with screen space UI not drawing (#2070)

* Fix issue with screen space UI not drawing on the graphics compositor

* Revert minor code change

* Remove debug/log messages

* Hide internal compositor data from inspector

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Added a new volume component parameter to control the max ray length of directional lights(case 1279849). (#1991)

Removed the max clamp value for the RTR, RTAO and RTGI's ray length (case 1279849).

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed error Maximum allowed thread group count is 65535 when resolution is very high.  (#2068)

* Fix issue when we need more than 65535

* Changelog

* Push rest of file

* Missing offset

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Added context options "Move to Top", "Move to Bottom", "Expand All" and "Collapse All" for volume components. (#2071)

* Added context options "Move to Top", "Move to Bottom", "Expand All" and "Collapse All" for volume components.

* Fixing the expansion state after moving

* Update CHANGELOG.md

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed LOD mesh stripping and LOD Group UI (#2072)

* Current LOD bias and max values for scene view rendering is now using the default frame settings. This makes LODGroup UI consistent with what is happening on screen.

* LOD Meshes are now properly stripped depending on the Max LOD value stored in all HDRP assets of a build.

* Added a section about LOD management in the feature comparison with builtin to explain the differences and that the QualitySettings lod APIs aren't supported anymore.

* Update changelog

* Updated doc with review feedback.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Added support for box and pyramid point lights in path tracing (#2027)

* Added support for box and pyramid point lights.

* Updated changelog.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [HDRP][Compositor] Fix outlines in transitions between post-processed and plain regions  (#1972)

* Add controls for the transition between post processed and plain image parts

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Reduce bloom flickering (#2035)

* Fix bilinear sampling uv and remove upsampling guard bands

* Added high quality prefiltering option

* Changelog & doc

* Use predeclared samplers and addback guard bands

* Use appropriate overload

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Meshes with decal material not added to RT acceleration structure anymore (#2079)

* Test that a material is non-decal before adding corresp. mesh to the RT AS.

* Updated changelog.

* Update HDRaytracingManager.cs

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Decal cross fade support (#1986)

* Enable LOD cross fade

* Changelog

* Make changes only for mesh decals

* Update DecalData.hlsl

* Update DecalSurfaceOptionsUIBlock.cs

* do some cleanup and move ComputeFadeMaskSeed in ShaderVariablesFunctions.hlsl

* update documentation

* Update ShaderVariablesFunctions.hlsl

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [HDRP][Compositor] Fix camera stacking for AOVs in the graphics compositor (#1912)

* Fix camera stacking for AOVs in the graphics compositor

* Fix null reference exception when closing the compositor window

* RenderGraph implementation for AOV stacking and misc improvements

* Update HDRenderPipelineResources.asset

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* filter out scene 2306 shadow tint on metal due to instability

* fix all test

Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: IonutNedelcuUnity <43206223+IonutNedelcuUnity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: jenniferd-unity <71718938+jenniferd-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants