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Large diffs are not rendered by default.

Expand Up @@ -202,6 +202,7 @@ SpriteRenderer:
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m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -284,6 +285,7 @@ SpriteRenderer:
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m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -366,6 +368,7 @@ SpriteRenderer:
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m_ReceiveShadows: 0
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m_StaticShadowCaster: 0
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m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -448,6 +451,7 @@ SpriteRenderer:
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m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -530,6 +534,7 @@ SpriteRenderer:
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m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -633,6 +638,7 @@ MonoBehaviour:
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m_RequiresColorTexture: 0
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Expand Down Expand Up @@ -710,8 +716,8 @@ MonoBehaviour:
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--- !u!114 &599516827
MonoBehaviour:
Expand All @@ -729,8 +735,15 @@ MonoBehaviour:
TargetWidth: 640
TargetHeight: 360
PerPixelCorrectnessThreshold: 0.005
PerPixelGammaThreshold: 0.003921569
PerPixelAlphaThreshold: 0.003921569
AverageCorrectnessThreshold: 0.0005
IncorrectPixelsThreshold: 0.0000038146973
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UseBackBuffer: 0
ImageResolution: 0
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ActivePixelTests: 7
WaitFrames: 0
XRCompatible: 0
--- !u!114 &599516828
Expand Down Expand Up @@ -778,6 +791,7 @@ SpriteRenderer:
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m_LightProbeUsage: 1
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Expand Down Expand Up @@ -860,6 +874,7 @@ SpriteRenderer:
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m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -942,6 +957,7 @@ SpriteRenderer:
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m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1024,6 +1040,7 @@ SpriteRenderer:
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m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1106,6 +1123,7 @@ SpriteRenderer:
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m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1188,6 +1206,7 @@ SpriteRenderer:
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m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1270,6 +1289,7 @@ SpriteRenderer:
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m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1352,6 +1372,7 @@ SpriteRenderer:
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m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1434,6 +1455,7 @@ SpriteRenderer:
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1516,6 +1538,7 @@ SpriteRenderer:
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1598,6 +1621,7 @@ SpriteRenderer:
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1680,6 +1704,7 @@ SpriteRenderer:
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1762,6 +1787,7 @@ SpriteRenderer:
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1844,6 +1870,7 @@ SpriteRenderer:
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m_ReceiveShadows: 0
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m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down Expand Up @@ -1926,6 +1953,7 @@ SpriteRenderer:
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m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
Expand Down
Expand Up @@ -43,7 +43,7 @@ RenderSettings:
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0
serializedVersion: 11
serializedVersion: 12
m_GIWorkflowMode: 1
m_GISettings:
serializedVersion: 2
Expand Down Expand Up @@ -96,8 +96,10 @@ LightmapSettings:
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m_ExportTrainingData: 0
m_TrainingDataDestination: TrainingData
m_LightProbeSampleCountMultiplier: 4
m_LightingDataAsset: {fileID: 0}
m_UseShadowmask: 0
m_LightingSettings: {fileID: 4890085278179872738, guid: 03a095f2762ad4a8594c56257f649976,
type: 2}
--- !u!196 &4
NavMeshSettings:
serializedVersion: 2
Expand All @@ -117,6 +119,8 @@ NavMeshSettings:
manualTileSize: 0
tileSize: 256
accuratePlacement: 0
maxJobWorkers: 0
preserveTilesOutsideBounds: 0
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
Expand Down Expand Up @@ -145,8 +149,9 @@ Light:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 55723277}
m_Enabled: 1
serializedVersion: 9
serializedVersion: 10
m_Type: 1
m_Shape: 0
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Intensity: 1
m_Range: 10
Expand Down Expand Up @@ -195,6 +200,7 @@ Light:
m_UseColorTemperature: 0
m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0}
m_UseBoundingSphereOverride: 0
m_UseViewFrustumForShadowCasterCull: 1
m_ShadowRadius: 0
m_ShadowAngle: 0
--- !u!4 &55723279
Expand Down Expand Up @@ -246,7 +252,15 @@ MonoBehaviour:
TargetWidth: 640
TargetHeight: 360
PerPixelCorrectnessThreshold: 0.005
PerPixelGammaThreshold: 0.003921569
PerPixelAlphaThreshold: 0.003921569
AverageCorrectnessThreshold: 0.0005
IncorrectPixelsThreshold: 0.0000038146973
UseHDR: 0
UseBackBuffer: 0
ImageResolution: 0
ActiveImageTests: 1
ActivePixelTests: 7
WaitFrames: 0
--- !u!20 &380492253
Camera:
Expand Down Expand Up @@ -320,8 +334,20 @@ MonoBehaviour:
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m_RequiresOpaqueTextureOption: 2
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m_Dithering: 0
m_ClearDepth: 1
m_AllowXRRendering: 1
m_RequiresDepthTexture: 0
m_RequiresColorTexture: 0
m_Version: 2
Expand All @@ -337,6 +363,21 @@ PrefabInstance:
propertyPath: m_Name
value: Objects
objectReference: {fileID: 0}
- target: {fileID: 8686941707975464830, guid: efc9431b3060359419f0075245ee6ffd,
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type: 3}
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Expand All @@ -352,6 +393,11 @@ PrefabInstance:
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value: 0
objectReference: {fileID: 0}
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- target: {fileID: 8701114088550318862, guid: efc9431b3060359419f0075245ee6ffd,
type: 3}
propertyPath: m_LocalRotation.x
Expand All @@ -367,16 +413,6 @@ PrefabInstance:
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objectReference: {fileID: 0}
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type: 3}
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type: 3}
propertyPath: m_LocalEulerAnglesHint.x
Expand All @@ -392,15 +428,5 @@ PrefabInstance:
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3 changes: 3 additions & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
Expand Up @@ -46,6 +46,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Changed Post Process Data to bool. When it is no enabled all post processing is stripped from build, when it is enabled you can still override resources there.

### Fixed
- Fixed an issue where Transparency Sort Mode value is taken from Graphics Settings instead of 2D Renderer [1310652](https://issuetracker.unity3d.com/issues/transparency-sort-mode-value-is-taken-from-graphics-settings-instead-of-2d-forward-renderer)
- Fixed an issue where Post Processing doesn't enable when PostProcessData reassigned from the asset selector window.
- Fixed an issue where the camera renders black screen when Post Processing is enabled in the 2D Renderer and in the Camera Component.
- Fixed an issue where the 2D Renderer was incorrectly rendering transparency with normal maps on an empty background.
- Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.
- Fixed an issue where normal-mapped Sprites could render differently depending on whether they're dynamically-batched. [case 1286186](https://issuetracker.unity3d.com/issues/urp-2d-2d-light-on-a-rotated-sprite-is-skewed-when-using-normal-map-and-sorting-layer-is-not-default)
Expand Down
Expand Up @@ -263,12 +263,12 @@ private void DrawPostProcessing()
{
m_PostProcessData.objectReferenceValue = postProcessIncluded ? UnityEngine.Rendering.Universal.PostProcessData.GetDefaultPostProcessData() : null;
}
if (postProcessIncluded)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_PostProcessData, Styles.postProcessData);
EditorGUI.indentLevel--;
}

// this field is no longer hidden by the checkbox. It is bad UX to begin with
// also, if the field is hidden, the user could still use Asset Selector to set the value, but it won't stick
// making it look like a bug(1307128)
EditorGUILayout.PropertyField(m_PostProcessData, Styles.postProcessData);

EditorGUILayout.Space();
}
}
Expand Down
Expand Up @@ -8,22 +8,27 @@ namespace UnityEngine.Experimental.Rendering.Universal
// In the future this can be extended to draw a custom background image instead of just clearing.
internal class PixelPerfectBackgroundPass : ScriptableRenderPass
{
private static readonly ProfilingSampler m_ProfilingScope = new ProfilingSampler("Pixel Perfect Background Pass");

public PixelPerfectBackgroundPass(RenderPassEvent evt)
{
renderPassEvent = evt;
}

public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get();
var cmd = CommandBufferPool.Get();

CoreUtils.SetRenderTarget(
cmd,
BuiltinRenderTextureType.CameraTarget,
RenderBufferLoadAction.DontCare,
RenderBufferStoreAction.Store,
ClearFlag.Color,
Color.black);
using (new ProfilingScope(cmd, m_ProfilingScope))
{
CoreUtils.SetRenderTarget(
cmd,
BuiltinRenderTextureType.CameraTarget,
RenderBufferLoadAction.DontCare,
RenderBufferStoreAction.Store,
ClearFlag.Color,
Color.black);
}

context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
Expand Down
Expand Up @@ -55,27 +55,25 @@ internal void Setup(bool hasValidDepth)

private void GetTransparencySortingMode(Camera camera, ref SortingSettings sortingSettings)
{
var mode = camera.transparencySortMode;
var mode = m_Renderer2DData.transparencySortMode;

if (mode == TransparencySortMode.Default)
{
mode = m_Renderer2DData.transparencySortMode;
if (mode == TransparencySortMode.Default)
mode = camera.orthographic ? TransparencySortMode.Orthographic : TransparencySortMode.Perspective;
mode = camera.orthographic ? TransparencySortMode.Orthographic : TransparencySortMode.Perspective;
}

if (mode == TransparencySortMode.Perspective)
switch (mode)
{
sortingSettings.distanceMetric = DistanceMetric.Perspective;
}
else if (mode == TransparencySortMode.Orthographic)
{
sortingSettings.distanceMetric = DistanceMetric.Orthographic;
}
else
{
sortingSettings.distanceMetric = DistanceMetric.CustomAxis;
sortingSettings.customAxis = m_Renderer2DData.transparencySortAxis;
case TransparencySortMode.Perspective:
sortingSettings.distanceMetric = DistanceMetric.Perspective;
break;
case TransparencySortMode.Orthographic:
sortingSettings.distanceMetric = DistanceMetric.Orthographic;
break;
default:
sortingSettings.distanceMetric = DistanceMetric.CustomAxis;
sortingSettings.customAxis = m_Renderer2DData.transparencySortAxis;
break;
}
}

Expand Down
Expand Up @@ -41,7 +41,8 @@ public Renderer2D(Renderer2DData data) : base(data)
m_SamplingMaterial = CoreUtils.CreateEngineMaterial(data.samplingShader);

m_Render2DLightingPass = new Render2DLightingPass(data, m_BlitMaterial, m_SamplingMaterial);
m_PixelPerfectBackgroundPass = new PixelPerfectBackgroundPass(RenderPassEvent.AfterRendering + 1);
// we should determine why clearing the camera target is set so late in the events... sounds like it could be earlier
m_PixelPerfectBackgroundPass = new PixelPerfectBackgroundPass(RenderPassEvent.AfterRenderingTransparents);
m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering + 1, m_BlitMaterial);

m_PostProcessPasses = new PostProcessPasses(data.postProcessData, m_BlitMaterial);
Expand Down