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[HDRP][Compositor] Fix issues with image layers #2606
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It appears that you made a non-draft PR! |
This reverts commit cc3971d.
The first of the PR also included some "camera management" improvements, but it turns out that they were causing some issues so I reverted those. The compositor test is now green. |
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Not encountering black screen when adding image sublayer anymore. Seems to be good. Haven't ran into any PR specific compositor issues
* Update 1900_AlphaTestSG.renderTexture (#2608) * update GBuffer description. * Added a warning when trying to bake with static lighting being in an invalid state. (#2597) * Added a warning when trying to bake with static lighting being in an invalid state. * Update changelog. * [HDRP] Fix runtime debug UI showing wrong entry (#2595) * Redraw debug before re-registring the debugs * changelog * Fixed multi-editing with new light intensity slider (#2600) * Fixed multi-editing with new light intensity slider * Only update floatValue when changed * Fixed useless editor repaint when using lod bias (#2601) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with density volume gizmo editing (#2603) * Fix * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP][Compositor] Fix issues with image layers (#2606) * Empty image layers in the graphics compositor don't render black anymore * Improve camera management in compositor * Revert "Improve camera management in compositor" This reverts commit cc3971d. * Update changelog * For image layers that are first, still clear to black if no texture is attached Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed issue when decal projector material is none (#2615) * Fixed angle fading when rotating decal projector (#2618) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with gameview repaint in the graphics compositor (#2617) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove cyanish color shifting during sharpening in YCoCg in TAA (#2627) * Do sharpening in RGB space. * Fix alpha case * Oops * Ref update aside OSX * OSX refs * More refs * Missing refs. * Did I get the wrong ref? * Fixed the sampling of the normal buffer in the the forward transparent pass. (#2643) * Fixed the sampling of the normal buffer in the the forward transparent pass. * Update changelog * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass reorder issue (#2609) * Fix custom pass reorder issue * Fix bad comment * Refactor * Fix bloom prefiltering tooltip (#2715) * update reference screenshot for test 1900_AlphaTest_SG * Fix error when loading new scene (#2713) * Fix error when loading new scene * Update CHANGELOG.md * AxF Fix missing alpha blend state properties and update stencil prop (#2705) * AxF: Fix missing alpha blend state properties and update stencil properties. * Add changelog entry. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix custom pass normal and template (#2716) * Fix custom pass template not compiling * Fix custom pass normal buffer not bound * Updated changelog * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [HDRP][Compositor] Fix edge cases when cameras are missing or deleted (#2700) * Fix warning spam related to cameras in compositor * Fix null reference in AOVs * Fix null reference when disabling camera in the compositor * Reset target texture when disabling the compositor * Update changelog + fix warning when output camera is deleted * Fix issue when adding image layer without any cameras in the scene * Fix error when disabling layer with no camera Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Purpose of this PR
https://fogbugz.unity3d.com/f/cases/1289936/
Image layers in the compositor with a None texture were rendering black, which can be perceived as an error when used on top of another camera (with stacking). It makes more sense to make them don't render anything, until the user assigns a texture.
If they are the first layer/camera on the stack, they still clear to black.
Testing status