From 15c59376715dc425d03fb01346aa4fe94b395d35 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Tue, 19 Jan 2021 17:29:21 +0100 Subject: [PATCH] Adds support for the PlayStation 5 platform #3151 --- Tools/check-shader-includes-exclusions.txt | 1 + com.unity.render-pipelines.core/CHANGELOG.md | 1 + .../Runtime/Textures/TextureXR.cs | 1 + .../ShaderLibrary/Common.hlsl | 4 +- com.unity.render-pipelines.core/package.json | 2 +- .../package.json | 2 +- .../CHANGELOG.md | 1 + .../Documentation~/Building-For-Consoles.md | 3 +- .../Runtime/Debug/DebugDisplay.cs | 2 +- .../Lighting/LightLoop/ShaderBase.hlsl | 14 ------- .../SubsurfaceScatteringManager.cs | 1 + .../HDRenderPipeline.Prepass.cs | 10 +++-- .../Runtime/RenderPipeline/Utility/HDUtils.cs | 38 ++++++++++--------- .../package.json | 2 +- .../package.json | 2 +- .../CHANGELOG.md | 3 ++ .../Documentation~/Building-For-Consoles.md | 3 +- .../Runtime/RenderingUtils.cs | 2 +- .../package.json | 2 +- com.unity.shadergraph/package.json | 2 +- .../Documentation~/hd.md | 2 +- .../Editor/InternalTests/ExpectedSettings.cs | 2 + .../Editor/InternalTests/ExpectedSettings.cs | 2 + .../package.json | 2 +- com.unity.visualeffectgraph/package.json | 2 +- 25 files changed, 56 insertions(+), 50 deletions(-) diff --git a/Tools/check-shader-includes-exclusions.txt b/Tools/check-shader-includes-exclusions.txt index 0437b0f7bbb..310f95fa581 100644 --- a/Tools/check-shader-includes-exclusions.txt +++ b/Tools/check-shader-includes-exclusions.txt @@ -1,2 +1,3 @@ com.unity.render-pipelines.xboxone/ShaderLibrary/API/XBoxOne.hlsl com.unity.render-pipelines.ps4/ShaderLibrary/API/PSSL.hlsl +com.unity.render-pipelines.ps5/ShaderLibrary/API/PSSL.hlsl diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 5b4145ade32..48efe37ce4e 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -8,6 +8,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Added - New function in GeometryTools.hlsl to calculate triangle edge and full triangle culling. +- Support for the PlayStation 5 platform has been added. ### Fixed - Fixed a bug in FreeCamera which would only provide a speed boost for the first frame when pressing the Shfit key. diff --git a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs index afe525c02ec..72bab51a2db 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs @@ -39,6 +39,7 @@ public static bool useTexArray case GraphicsDeviceType.Direct3D11: case GraphicsDeviceType.Direct3D12: case GraphicsDeviceType.PlayStation4: + case GraphicsDeviceType.PlayStation5: case GraphicsDeviceType.Vulkan: return true; diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl index 917ac268bad..02f7da7d868 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl @@ -160,8 +160,10 @@ // Include language header #if defined(SHADER_API_XBOXONE) #include "Packages/com.unity.render-pipelines.xboxone/ShaderLibrary/API/XBoxOne.hlsl" -#elif defined(SHADER_API_PSSL) +#elif defined(SHADER_API_PS4) #include "Packages/com.unity.render-pipelines.ps4/ShaderLibrary/API/PSSL.hlsl" +#elif defined(SHADER_API_PS5) +#include "Packages/com.unity.render-pipelines.ps5/ShaderLibrary/API/PSSL.hlsl" #elif defined(SHADER_API_D3D11) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/API/D3D11.hlsl" #elif defined(SHADER_API_METAL) diff --git a/com.unity.render-pipelines.core/package.json b/com.unity.render-pipelines.core/package.json index 274f3b846d1..c747044e02b 100644 --- a/com.unity.render-pipelines.core/package.json +++ b/com.unity.render-pipelines.core/package.json @@ -3,7 +3,7 @@ "description": "SRP Core makes it easier to create or customize a Scriptable Render Pipeline (SRP). SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and shader libraries. The code in SRP Core is use by the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.", "version": "10.3.0", "unity": "2020.2", - "unityRelease": "0b12", + "unityRelease": "3f1", "displayName": "Core RP Library", "dependencies": { "com.unity.ugui": "1.0.0" diff --git a/com.unity.render-pipelines.high-definition-config/package.json b/com.unity.render-pipelines.high-definition-config/package.json index bd06eb6ec72..0a6e9607192 100644 --- a/com.unity.render-pipelines.high-definition-config/package.json +++ b/com.unity.render-pipelines.high-definition-config/package.json @@ -3,7 +3,7 @@ "description": "Configuration files for the High Definition Render Pipeline.", "version": "10.3.0", "unity": "2020.2", - "unityRelease": "0b12", + "unityRelease": "3f1", "displayName": "High Definition RP Config", "dependencies": { "com.unity.render-pipelines.core": "10.3.0" diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index d91dff891d6..33a5cfb791d 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -10,6 +10,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added a slider to control the fallback value of the directional shadow when the cascade have no coverage. - Added light unit slider for automatic and automatic histrogram exposure limits. - Added View Bias for mesh decals. +- Added support for the PlayStation 5 platform. ### Fixed - Fixed computation of geometric normal in path tracing (case 1293029). diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Building-For-Consoles.md b/com.unity.render-pipelines.high-definition/Documentation~/Building-For-Consoles.md index d5b14eb45c9..4cc5e712eff 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Building-For-Consoles.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Building-For-Consoles.md @@ -1,8 +1,9 @@ # Building your Project for consoles -To build a Project for the **PlayStation 4** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: +To build a Project for the **PlayStation 4**, **PlayStation 5** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: - **PlayStation 4**: com.unity.render-pipelines.ps4 +- **PlayStation 5**: com.unity.render-pipelines.ps5 - **Xbox One**: com.unity.render-pipelines.xboxone ## Platform package installation diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs index 771d1497cf9..3d9e1d0fd55 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs @@ -308,7 +308,7 @@ internal DebugDisplaySettings() s_RenderingFullScreenDebugStrings = s_RenderingFullScreenDebugStrings.Where((val, idx) => (idx + FullScreenDebugMode.MinRenderingFullScreenDebug) != FullScreenDebugMode.VertexDensity).ToArray(); s_RenderingFullScreenDebugValues = s_RenderingFullScreenDebugValues.Where((val, idx) => (idx + FullScreenDebugMode.MinRenderingFullScreenDebug) != FullScreenDebugMode.VertexDensity).ToArray(); } - if (device == GraphicsDeviceType.Metal || device == GraphicsDeviceType.PlayStation4) + if (device == GraphicsDeviceType.Metal || device == GraphicsDeviceType.PlayStation4 || device == GraphicsDeviceType.PlayStation5) { s_RenderingFullScreenDebugStrings = s_RenderingFullScreenDebugStrings.Where((val, idx) => (idx + FullScreenDebugMode.MinRenderingFullScreenDebug) != FullScreenDebugMode.QuadOverdraw).ToArray(); s_RenderingFullScreenDebugValues = s_RenderingFullScreenDebugValues.Where((val, idx) => (idx + FullScreenDebugMode.MinRenderingFullScreenDebug) != FullScreenDebugMode.QuadOverdraw).ToArray(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl index 3d16077fe2e..01222c07673 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl @@ -4,20 +4,6 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl" -#ifdef SHADER_API_PSSL - #ifndef Texture2DMS - #define Texture2DMS MS_Texture2D - #endif - - #ifndef SampleCmpLevelZero - #define SampleCmpLevelZero SampleCmpLOD0 - #endif - - #ifndef firstbithigh - #define firstbithigh FirstSetBit_Hi - #endif -#endif - #ifdef MSAA_ENABLED TEXTURE2D_X_MSAA(float, g_depth_tex) : register( t0 ); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs index 6e3a9da25e3..293538196ed 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs @@ -212,6 +212,7 @@ static bool NeedTemporarySubsurfaceBuffer() // Most modern GPUs support it. We can avoid performing a costly copy in this case. // TODO: test/implement for other platforms. return (SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4 && + SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation5 && SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne && SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs index 87ad3b2484d..258877ede8b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs @@ -259,8 +259,9 @@ PrepassOutput RenderPrepass(RenderGraph renderGraph, // Only on consoles is safe to read and write from/to the depth atlas bool mip1FromDownsampleForLowResTrans = SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 || - SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || - SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12; + SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation5 || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12; mip1FromDownsampleForLowResTrans = mip1FromDownsampleForLowResTrans && hdCamera.frameSettings.IsEnabled(FrameSettingsField.LowResTransparent); DownsampleDepthForLowResTransparency(renderGraph, hdCamera, mip1FromDownsampleForLowResTrans, ref result); @@ -812,8 +813,9 @@ void RenderDBuffer(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle dec } bool canReadBoundDepthBuffer = SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 || - SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || - SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12; + SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation5 || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12; if (!canReadBoundDepthBuffer) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs index de48a9ce708..d944d292b3e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs @@ -717,14 +717,15 @@ internal static Vector4 ComputeViewportScaleAndLimit(Vector2Int viewportSize, Ve internal static bool IsSupportedGraphicDevice(GraphicsDeviceType graphicDevice) { return (graphicDevice == GraphicsDeviceType.Direct3D11 || - graphicDevice == GraphicsDeviceType.Direct3D12 || - graphicDevice == GraphicsDeviceType.PlayStation4 || - graphicDevice == GraphicsDeviceType.XboxOne || - graphicDevice == GraphicsDeviceType.XboxOneD3D12 || - graphicDevice == GraphicsDeviceType.Metal || - graphicDevice == GraphicsDeviceType.Vulkan - // Switch isn't supported currently (19.3) - /* || graphicDevice == GraphicsDeviceType.Switch */); + graphicDevice == GraphicsDeviceType.Direct3D12 || + graphicDevice == GraphicsDeviceType.PlayStation4 || + graphicDevice == GraphicsDeviceType.PlayStation5 || + graphicDevice == GraphicsDeviceType.XboxOne || + graphicDevice == GraphicsDeviceType.XboxOneD3D12 || + graphicDevice == GraphicsDeviceType.Metal || + graphicDevice == GraphicsDeviceType.Vulkan + // Switch isn't supported currently (19.3) + /* || graphicDevice == GraphicsDeviceType.Switch */); } #if UNITY_EDITOR @@ -732,16 +733,17 @@ internal static bool IsSupportedGraphicDevice(GraphicsDeviceType graphicDevice) internal static bool IsSupportedBuildTarget(UnityEditor.BuildTarget buildTarget) { return (buildTarget == UnityEditor.BuildTarget.StandaloneWindows || - buildTarget == UnityEditor.BuildTarget.StandaloneWindows64 || - buildTarget == UnityEditor.BuildTarget.StandaloneLinux64 || - buildTarget == UnityEditor.BuildTarget.Stadia || - buildTarget == UnityEditor.BuildTarget.StandaloneOSX || - buildTarget == UnityEditor.BuildTarget.WSAPlayer || - buildTarget == UnityEditor.BuildTarget.XboxOne || - buildTarget == UnityEditor.BuildTarget.PS4 || - // buildTarget == UnityEditor.BuildTarget.iOS || // IOS isn't supported - // buildTarget == UnityEditor.BuildTarget.Switch || // Switch isn't supported - buildTarget == UnityEditor.BuildTarget.CloudRendering); + buildTarget == UnityEditor.BuildTarget.StandaloneWindows64 || + buildTarget == UnityEditor.BuildTarget.StandaloneLinux64 || + buildTarget == UnityEditor.BuildTarget.Stadia || + buildTarget == UnityEditor.BuildTarget.StandaloneOSX || + buildTarget == UnityEditor.BuildTarget.WSAPlayer || + buildTarget == UnityEditor.BuildTarget.XboxOne || + buildTarget == UnityEditor.BuildTarget.PS4 || + buildTarget == UnityEditor.BuildTarget.PS5 || + // buildTarget == UnityEditor.BuildTarget.iOS || // IOS isn't supported + // buildTarget == UnityEditor.BuildTarget.Switch || // Switch isn't supported + buildTarget == UnityEditor.BuildTarget.CloudRendering); } internal static bool AreGraphicsAPIsSupported(UnityEditor.BuildTarget target, ref GraphicsDeviceType unsupportedGraphicDevice) diff --git a/com.unity.render-pipelines.high-definition/package.json b/com.unity.render-pipelines.high-definition/package.json index d84d029c328..4364a378a60 100644 --- a/com.unity.render-pipelines.high-definition/package.json +++ b/com.unity.render-pipelines.high-definition/package.json @@ -3,7 +3,7 @@ "description": "The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms. HDRP utilizes Physically-Based Lighting techniques, linear lighting, HDR lighting, and a configurable hybrid Tile/Cluster deferred/Forward lighting architecture and gives you the tools you need to create games, technical demos, animations, and more to a high graphical standard.", "version": "10.3.0", "unity": "2020.2", - "unityRelease": "0b12", + "unityRelease": "3f1", "displayName": "High Definition RP", "dependencies": { "com.unity.render-pipelines.core": "10.3.0", diff --git a/com.unity.render-pipelines.lightweight/package.json b/com.unity.render-pipelines.lightweight/package.json index aba279b64e8..62754f43bc9 100644 --- a/com.unity.render-pipelines.lightweight/package.json +++ b/com.unity.render-pipelines.lightweight/package.json @@ -3,7 +3,7 @@ "description": "The Lightweight Render Pipeline (LWRP) is a prebuilt Scriptable Render Pipeline, made by Unity. The technology offers graphics that are scalable to mobile platforms, and you can also use it for higher-end consoles and PCs. You’re able to achieve quick rendering at a high quality without needing compute shader technology. LWRP uses simplified, physically based Lighting and Materials. The LWRP uses single-pass forward rendering. Use this pipeline to get optimized real-time performance on several platforms.", "version": "10.3.0", "unity": "2020.2", - "unityRelease": "0b12", + "unityRelease": "3f1", "displayName": "Lightweight RP", "dependencies": { "com.unity.render-pipelines.universal": "10.3.0", diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index f7545e2c5cf..a7d26e3804f 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -6,6 +6,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [10.3.0] - 2020-11-16 +### Added +- Added support for the PlayStation 5 platform. + ### Fixed - Transparent Lit ShaderGraph using Additive blending will now properly fade with alpha [1270344] - Fixed useless mip maps on temporary RTs/PostProcessing inherited from Main RT descriptor. diff --git a/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md b/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md index d5b14eb45c9..4cc5e712eff 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md +++ b/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md @@ -1,8 +1,9 @@ # Building your Project for consoles -To build a Project for the **PlayStation 4** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: +To build a Project for the **PlayStation 4**, **PlayStation 5** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: - **PlayStation 4**: com.unity.render-pipelines.ps4 +- **PlayStation 5**: com.unity.render-pipelines.ps5 - **Xbox One**: com.unity.render-pipelines.xboxone ## Platform package installation diff --git a/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs b/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs index 05975e7404f..eed410557f9 100644 --- a/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs +++ b/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs @@ -73,7 +73,7 @@ internal static bool useStructuredBuffer //GraphicsDeviceType deviceType = SystemInfo.graphicsDeviceType; //return !Application.isMobilePlatform && // (deviceType == GraphicsDeviceType.Metal || deviceType == GraphicsDeviceType.Vulkan || - // deviceType == GraphicsDeviceType.PlayStation4 || deviceType == GraphicsDeviceType.XboxOne); + // deviceType == GraphicsDeviceType.PlayStation4 || deviceType == GraphicsDeviceType.PlayStation5 || deviceType == GraphicsDeviceType.XboxOne); } } diff --git a/com.unity.render-pipelines.universal/package.json b/com.unity.render-pipelines.universal/package.json index c3f30eb1f58..3429322b0ab 100644 --- a/com.unity.render-pipelines.universal/package.json +++ b/com.unity.render-pipelines.universal/package.json @@ -3,7 +3,7 @@ "description": "The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.", "version": "10.3.0", "unity": "2020.2", - "unityRelease": "0b12", + "unityRelease": "3f1", "displayName": "Universal RP", "dependencies": { "com.unity.mathematics": "1.1.0", diff --git a/com.unity.shadergraph/package.json b/com.unity.shadergraph/package.json index 88ae3672f52..9d111117c38 100644 --- a/com.unity.shadergraph/package.json +++ b/com.unity.shadergraph/package.json @@ -3,7 +3,7 @@ "description": "The Shader Graph package adds a visual Shader editing tool to Unity. You can use this tool to create Shaders in a visual way instead of writing code. Specific render pipelines can implement specific graph features. Currently, both the High Definition Rendering Pipeline and the Universal Rendering Pipeline support Shader Graph.", "version": "10.3.0", "unity": "2020.2", - "unityRelease": "0b12", + "unityRelease": "3f1", "displayName": "Shader Graph", "dependencies": { "com.unity.render-pipelines.core": "10.3.0", diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md index 7498592e2fb..57c52e0808a 100644 --- a/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md @@ -14,7 +14,7 @@ This Project Template uses the following features: This Template utilizes the High Definition Render Pipeline. -The High-Definition Render Pipeline prioritizes stunning, high-fidelity visuals and is intended for high-end hardware: GPU-compute-capable consoles, and PC hardware (DX11 and above, Xbox One, PS4, Metal (macOS), +The High-Definition Render Pipeline prioritizes stunning, high-fidelity visuals and is intended for high-end hardware: GPU-compute-capable consoles, and PC hardware (DX11 and above, Xbox One, PS4, PS5, Metal (macOS), and Vulkan (PC)). Because this Template was created to deliver great visuals the render pipeline asset, project, lighting, and post-processing settings have been tuned with a high-end experience in mind. This makes it a great starting point diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs index e7ca8dd3e6e..ff3e7e9661b 100644 --- a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs @@ -18,6 +18,7 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.iOS); yield return new TestCaseData(BuildTarget.Lumin); yield return new TestCaseData(BuildTarget.PS4); + yield return new TestCaseData(BuildTarget.PS5); yield return new TestCaseData(BuildTarget.Stadia); yield return new TestCaseData(BuildTarget.StandaloneLinux64); yield return new TestCaseData(BuildTarget.StandaloneOSX); @@ -43,6 +44,7 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.WebGL: return false; case BuildTarget.PS4: + case BuildTarget.PS5: case BuildTarget.Stadia: case BuildTarget.StandaloneLinux64: case BuildTarget.StandaloneWindows: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs index a0671f405a0..b0c7d33c359 100644 --- a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs @@ -18,6 +18,7 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.iOS); yield return new TestCaseData(BuildTarget.Lumin); yield return new TestCaseData(BuildTarget.PS4); + yield return new TestCaseData(BuildTarget.PS5); yield return new TestCaseData(BuildTarget.Stadia); yield return new TestCaseData(BuildTarget.StandaloneLinux64); yield return new TestCaseData(BuildTarget.StandaloneOSX); @@ -43,6 +44,7 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.WebGL: return false; case BuildTarget.PS4: + case BuildTarget.PS5: case BuildTarget.Stadia: case BuildTarget.StandaloneLinux64: case BuildTarget.StandaloneWindows: diff --git a/com.unity.testing.visualeffectgraph/package.json b/com.unity.testing.visualeffectgraph/package.json index 4d7a7657138..144a4809ba0 100644 --- a/com.unity.testing.visualeffectgraph/package.json +++ b/com.unity.testing.visualeffectgraph/package.json @@ -3,7 +3,7 @@ "displayName": "Visual Effect Graphic Tests", "version": "10.2.0", "unity": "2020.2", - "unityRelease": "0b8", + "unityRelease": "3f1", "description": "This package contains common graphics tests from several scriptable renderpipeline", "dependencies": { "com.unity.visualeffectgraph": "10.2.0", diff --git a/com.unity.visualeffectgraph/package.json b/com.unity.visualeffectgraph/package.json index 7faad532cb8..0e88246de4f 100644 --- a/com.unity.visualeffectgraph/package.json +++ b/com.unity.visualeffectgraph/package.json @@ -3,7 +3,7 @@ "displayName": "Visual Effect Graph", "version": "10.3.0", "unity": "2020.2", - "unityRelease": "0b12", + "unityRelease": "3f1", "description": "The Visual Effect Graph is a node based visual effect editor. It allows you to author next generation visual effects that Unity simulates directly on the GPU. The Visual Effect Graph is production-ready for the High Definition Render Pipeline and runs on all platforms supported by it. Full support for the Universal Render Pipeline and compatible mobile devices is still in development.", "keywords": [ "vfx",