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Fixed range fields for depth of field #6285
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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>
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It appears that you made a non-draft PR! |
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Looking at your video capture, it's nice that the end value of a range can't be smaller than the start value, but is it expected that the start of near can be higher than the end (and start) of far ?
i don't know, @pmavridis does it make sense ? |
I guess it does make sense. Probably harmless to do it too. |
yeah so i checked it's done anyway when preparing parameters for rendering so no issue. |
I think that preventing this in the UI makes it clear for the users how to use the feature (overlapping near/far ranges does not make much sense in practice), so it's good that we have added the extra check in the code. The PR looks good to me now. |
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Tested and everything seems to work fine :)
* - Fixed edges and ghosting appearing on shadow matte due to the shadow being black outside the range of the light (case 1371441). #6279 * Fixed interpolation issue with wind orientation (case 1379841). #6284 * Fixed range fields for depth of field #6285 * [Core] Fix XR support in CoreUtils.Drawfullscreen #6287 * ** Fixing DLSS failing when MV are disabled ** (#6292) * Using texture types instead of RenderTexture types for DLSSPass * Changelog * Formatting Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Fix] Lens Flare visible when being behind a camera with Panini Projection on (case 1370214) (#6293) * Fix panini for LensFlare * Add changelog * Update CHANGELOG.md * Fixed the ray tracing acceleration structure build marker not being included in the ray tracing stats (case 1379383). #6277 * [HDRP] Remove alpha from local volumetric fog color field #6310 * [HDRP] Changed default numbder of physically based sky bounce from 8 to 3 #6304 * [HDRP] Improve decal performances when they use different material and the same draw order. #6303 * [HDRP] Update reference screenshots #6404 * Fixed Nans happening due to volumetric clouds when the pixel color is perfectly black (case 1379185). #6311 * Fixed missing information in the tooltip of affects smooth surfaces of the ray traced reflections denoiser (case 1376918). #6321 * Physically Based Sky documentation now mentions the warmup cost explicitly (#6323) * Physically Based Sky documentation now mentions the warmup cost explicitly. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Reviewed PR #6031 (#6340) * Reviewed PR #6031 Also generally improved this doc, fixed typos and added screenshots. * Apply formatting changes Co-authored-by: noreply@unity3d.com <noreply@unity3d.com> * Fix preview scene objects marked dirty by migration #6361 * [HDRP][Path Tracing] Fixed PS5 build compilation warnings #6362 * Fix compil issue * Apply formatting changes * Update VisualEnvironment.cs * Fix HDRP warning (#6396) * [HDRP][Metal] * Update reference screenshots sky Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Vic Cooper <63712500+Vic-Cooper@users.noreply.github.com> Co-authored-by: noreply@unity3d.com <noreply@unity3d.com> Co-authored-by: Arttu Peltonen <77337829+arttu-peltonen@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Purpose of this PR
https://fogbugz.unity3d.com/f/cases/1376609/
Added checks to prevent far being lower than near and the other way around
Testing status
see the gif aboce
Comments to reviewers
Notes for the reviewers you have assigned.