diff --git a/com.unity.render-pipelines.core/package.json b/com.unity.render-pipelines.core/package.json index a68d6fc962c..2482b6384c3 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": "12.0.0", "unity": "2021.2", - "unityRelease": "0b12", + "unityRelease": "0b14", "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 d919f7cc831..4bb0b79bd28 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": "12.0.0", "unity": "2021.2", - "unityRelease": "0b12", + "unityRelease": "0b14", "displayName": "High Definition RP Config", "dependencies": { "com.unity.render-pipelines.core": "12.0.0" diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 9672fd9e5ab..5b46d3d5d02 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -425,6 +425,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed texture fields for volume parameters accepting textures with wrong dimensions. - Fixed Realtime lightmap not working correctly in player with various lit shader (case 1360021) - Fixed unexpectedly strong contribution from directional lights in path-traced volumetric scattering (case 1304688). +- Fixed double camera preview. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraEditor.cs index 31e3f066981..ea3eb38ffe5 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraEditor.cs @@ -1,3 +1,5 @@ +using System; +using System.Reflection; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.HighDefinition; @@ -14,6 +16,9 @@ partial class HDCameraEditor : Editor Camera[] m_PreviewCameras; HDAdditionalCameraData[] m_PreviewAdditionalCameraDatas; + static readonly Type k_SceneViewCameraOverlay = Type.GetType("UnityEditor.SceneViewCameraOverlay,UnityEditor"); + static readonly FieldInfo k_SceneViewCameraOverlay_ForceDisable = k_SceneViewCameraOverlay.GetField("forceDisable", BindingFlags.Static | BindingFlags.NonPublic); + void OnEnable() { m_SerializedCamera = new SerializedHDCamera(serializedObject); @@ -30,6 +35,9 @@ void OnEnable() // Say that we are a camera editor preview and not just a regular preview m_PreviewAdditionalCameraDatas[i].isEditorCameraPreview = true; } + + // Disable builtin camera overlay + k_SceneViewCameraOverlay_ForceDisable.SetValue(null, true); } void OnDisable() @@ -43,6 +51,9 @@ void OnDisable() DestroyImmediate(m_PreviewCameras[i].gameObject); m_PreviewCameras = null; m_PreviewAdditionalCameraDatas = null; + + // Restore builtin camera overlay + k_SceneViewCameraOverlay_ForceDisable.SetValue(null, false); } public override void OnInspectorGUI() diff --git a/com.unity.render-pipelines.high-definition/package.json b/com.unity.render-pipelines.high-definition/package.json index 4dfd155cc62..17b99009127 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": "12.0.0", "unity": "2021.2", - "unityRelease": "0b12", + "unityRelease": "0b14", "displayName": "High Definition RP", "dependencies": { "com.unity.mathematics": "1.2.1", diff --git a/com.unity.render-pipelines.universal/package.json b/com.unity.render-pipelines.universal/package.json index d64f88ec9a6..d16a38f4a93 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": "12.0.0", "unity": "2021.2", - "unityRelease": "0b12", + "unityRelease": "0b14", "displayName": "Universal RP", "dependencies": { "com.unity.mathematics": "1.2.1", diff --git a/com.unity.shadergraph/package.json b/com.unity.shadergraph/package.json index a2132bbf19a..09caffe704f 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": "12.0.0", "unity": "2021.2", - "unityRelease": "0b12", + "unityRelease": "0b14", "displayName": "Shader Graph", "dependencies": { "com.unity.render-pipelines.core": "12.0.0", diff --git a/com.unity.visualeffectgraph/package.json b/com.unity.visualeffectgraph/package.json index 5f76c63dec2..e85af77331f 100644 --- a/com.unity.visualeffectgraph/package.json +++ b/com.unity.visualeffectgraph/package.json @@ -3,7 +3,7 @@ "displayName": "Visual Effect Graph", "version": "12.0.0", "unity": "2021.2", - "unityRelease": "0b12", + "unityRelease": "0b14", "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",