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Fix for lens model being taken into account if changed at runtime #5276
Fix for lens model being taken into account if changed at runtime #5276
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* Fix AxF debug output in certain configurations. * Update comment
* Fix white flash * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Show info box when ray tracing is enabled. * Changelog * Move below MSAA Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…phics Compositor enabled (#4593) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…DRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…side is updated. (case 1335737, related to 1314040) (#4691) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ing only the RTSSS Data (case 1332904). (#4626) * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). * Add test scene Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
…e refraction and probe refraction (#4653) * Delete the second transmittance mul * Changelog Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
#4636) * Initialize the shading normal to a non-zero value for anisotropy * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…cal volumetric fog volume (#4728) * Fixed nullref when deleting the 3D mask of a density volume (case 1339330) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Prevent material from having infinite intensity * Fix switching from ldr to hdr emissive * Fix input field precision * Round the max value * Make two variables Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…the documentation (#5237) * Add emissive positive contribution limitation to the doc * changelog * Update CHANGELOG.md * Update Decal-Projector.md * Update Decal-Shader.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ent cameras (#5246) * Fix issue with path traceing accumulation when switching between cameras. * Check if camera history is persistent Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed value stored by the layer mask parameter class. * Updated changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* When raytracing, make vertex color default to white if not present. * Updated Changelog. * Added comment.
…l settings doesn't trigger a rebuild of the pipeline.
Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
It appears that you made a non-draft PR! |
@FrancescoC-unity if this issue is due to move to global settings, it is for master, can you retarget? thanks |
Hmm maybe you will need that I merge Hd/bugfix to master first |
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Small change, described testing should be enough
When we added the lens model (perfect or imperfect lens), we didn't have global settings yet. At the time a change of value would've rebuilt the pipeline so the matching code logic was done at HDRP build.
Now that we have global frame settings and the value moved there, the asset is not rebuilt and as a consequence the values need to be updated at runtime every frame as soon as the global settings are queried. Fortunately the logic is not much.
This fixes the issue reported by @pierre-unity here https://unity.slack.com/archives/C6Y79CZM0/p1627905741038800?thread_ts=1627905530.037600&cid=C6Y79CZM0
What did I test: checked that when changing said value on the global settings, the exposure reacts accordingly immediately.