From 84b579a9e7f75c0c8e964f566118048cdf3d63c0 Mon Sep 17 00:00:00 2001 From: JulienIgnace-Unity Date: Thu, 29 Apr 2021 09:23:16 +0200 Subject: [PATCH 1/2] Opt-out of builtin auto baking of ambient/reflection probe. #4324 --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/HDRenderPipeline.cs | 2 ++ 2 files changed, 3 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 9e458297164..9cfed0f950c 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -12,6 +12,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Fixed - Fixed lights shadow frustum near and far planes. - Fixed motionblur issue when both color and post-porcessing buffers format are with alpha. (case 1333592) +- Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP. ## [7.6.0] - 2021-03-25 diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index fc6bc2b5f6e..2990b49f70a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -699,6 +699,8 @@ void SetRenderingFeatures() , overridesLODBias = true , overridesMaximumLODLevel = true , terrainDetailUnsupported = true + , autoAmbientProbeBaking = false + , autoDefaultReflectionProbeBaking = false }; Lightmapping.SetDelegate(GlobalIlluminationUtils.hdLightsDelegate); From b6d20e099d6e7ec69d0d3f61b8fd02e9a09499cd Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Fri, 28 May 2021 18:45:36 +0200 Subject: [PATCH 2/2] bump min version to 28f1 --- com.unity.render-pipelines.core/package.json | 2 +- com.unity.render-pipelines.high-definition-config/package.json | 2 +- com.unity.render-pipelines.high-definition/package.json | 2 +- com.unity.render-pipelines.lightweight/package.json | 2 +- com.unity.render-pipelines.universal/package.json | 2 +- com.unity.shadergraph/package.json | 2 +- com.unity.visualeffectgraph/package.json | 2 +- 7 files changed, 7 insertions(+), 7 deletions(-) diff --git a/com.unity.render-pipelines.core/package.json b/com.unity.render-pipelines.core/package.json index bb1a8cee53c..c4bd469411e 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": "7.7.0", "unity": "2019.4", - "unityRelease": "26f1", + "unityRelease": "28f1", "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 d5128d320df..b32db34bf1b 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": "7.7.0", "unity": "2019.4", - "unityRelease": "26f1", + "unityRelease": "28f1", "displayName": "High Definition RP Config", "dependencies": { "com.unity.render-pipelines.core": "7.7.0" diff --git a/com.unity.render-pipelines.high-definition/package.json b/com.unity.render-pipelines.high-definition/package.json index 72a8eda9596..501d6c62604 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": "7.7.0", "unity": "2019.4", - "unityRelease": "26f1", + "unityRelease": "28f1", "displayName": "High Definition RP", "dependencies": { "com.unity.modules.video": "1.0.0", diff --git a/com.unity.render-pipelines.lightweight/package.json b/com.unity.render-pipelines.lightweight/package.json index de093a99d61..449deb321cb 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": "7.7.0", "unity": "2019.4", - "unityRelease": "26f1", + "unityRelease": "28f1", "displayName": "Lightweight RP", "dependencies": { "com.unity.render-pipelines.universal": "7.7.0", diff --git a/com.unity.render-pipelines.universal/package.json b/com.unity.render-pipelines.universal/package.json index 36695b5f779..f3b9957f098 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": "7.7.0", "unity": "2019.4", - "unityRelease": "26f1", + "unityRelease": "28f1", "displayName": "Universal RP", "dependencies": { "com.unity.render-pipelines.core": "7.7.0", diff --git a/com.unity.shadergraph/package.json b/com.unity.shadergraph/package.json index c797c5e3e8c..67ec0b5b9c8 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": "7.7.0", "unity": "2019.4", - "unityRelease": "26f1", + "unityRelease": "28f1", "displayName": "Shader Graph", "dependencies": { "com.unity.render-pipelines.core": "7.7.0" diff --git a/com.unity.visualeffectgraph/package.json b/com.unity.visualeffectgraph/package.json index 37505ad8050..8d6144e2f0b 100644 --- a/com.unity.visualeffectgraph/package.json +++ b/com.unity.visualeffectgraph/package.json @@ -3,7 +3,7 @@ "displayName": "Visual Effect Graph", "version":"7.7.0", "unity": "2019.4", - "unityRelease": "26f1", + "unityRelease": "28f1", "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",