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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -61,6 +61,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Moved AMD FidelityFX shaders to core
- Improved sampling of overlapping point/area lights in path-traced volumetric scattering (case 1358777).
- Path-traced volumetric scattering now takes fog color into account, adding scattered contribution on top of the non-scattered result (cases 1346105, 1358783).
- MaterialReimporter.ReimportAllMaterials and MaterialReimporter.ReimportAllHDShaderGraphs now batch the asset database changes to improve performance.
- Fixed minor readability issues in the ray tracing code.

## [12.0.0] - 2021-01-11
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Original file line number Diff line number Diff line change
Expand Up @@ -75,13 +75,25 @@ static internal void ReimportAllMaterials()

int materialIdx = 0;
int totalMaterials = distinctGuids.Count();
foreach (var asset in distinctGuids)

try
{
AssetDatabase.StartAssetEditing();

foreach (var asset in distinctGuids)
{
materialIdx++;
var path = AssetDatabase.GUIDToAssetPath(asset);
EditorUtility.DisplayProgressBar("Material Upgrader re-import", string.Format("({0} of {1}) {2}", materialIdx, totalMaterials, path), (float)materialIdx / (float)totalMaterials);
AssetDatabase.ImportAsset(path);
}
}
finally
{
materialIdx++;
var path = AssetDatabase.GUIDToAssetPath(asset);
EditorUtility.DisplayProgressBar("Material Upgrader re-import", string.Format("({0} of {1}) {2}", materialIdx, totalMaterials, path), (float)materialIdx / (float)totalMaterials);
AssetDatabase.ImportAsset(path);
// Ensure the AssetDatabase knows we're finished editing
AssetDatabase.StopAssetEditing();
}

UnityEditor.EditorUtility.ClearProgressBar();

MaterialPostprocessor.s_NeedsSavingAssets = true;
Expand All @@ -95,17 +107,29 @@ static internal void ReimportAllHDShaderGraphs()

int shaderIdx = 0;
int totalShaders = distinctGuids.Count();
foreach (var asset in distinctGuids)

try
{
shaderIdx++;
var path = AssetDatabase.GUIDToAssetPath(asset);
EditorUtility.DisplayProgressBar("HD ShaderGraph Upgrader re-import", string.Format("({0} of {1}) {2}", shaderIdx, totalShaders, path), (float)shaderIdx / (float)totalShaders);
AssetDatabase.StartAssetEditing();

if (CheckHDShaderGraphVersionsForUpgrade(path))
foreach (var asset in distinctGuids)
{
AssetDatabase.ImportAsset(path);
shaderIdx++;
var path = AssetDatabase.GUIDToAssetPath(asset);
EditorUtility.DisplayProgressBar("HD ShaderGraph Upgrader re-import", string.Format("({0} of {1}) {2}", shaderIdx, totalShaders, path), (float)shaderIdx / (float)totalShaders);

if (CheckHDShaderGraphVersionsForUpgrade(path))
{
AssetDatabase.ImportAsset(path);
}
}
}
finally
{
// Ensure the AssetDatabase knows we're finished editing
AssetDatabase.StopAssetEditing();
}

UnityEditor.EditorUtility.ClearProgressBar();

MaterialPostprocessor.s_NeedsSavingAssets = true;
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
### Changed
- Removed experimental tile deferred code.
- VFX: New shadergraph support directly on Universal target.
- MaterialReimporter.ReimportAllMaterials now batches the asset database changes to improve performance.
- URP will no longer render via an intermediate texture unless actively required by a Renderer Feature. See the upgrade guide for compatibility options and how assets are upgraded.

### Fixed
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Original file line number Diff line number Diff line change
Expand Up @@ -33,13 +33,25 @@ static void ReimportAllMaterials()

int materialIdx = 0;
int totalMaterials = distinctGuids.Count();
foreach (var asset in distinctGuids)

try
{
materialIdx++;
var path = AssetDatabase.GUIDToAssetPath(asset);
EditorUtility.DisplayProgressBar("Material Upgrader re-import", string.Format("({0} of {1}) {2}", materialIdx, totalMaterials, path), (float)materialIdx / (float)totalMaterials);
AssetDatabase.ImportAsset(path);
AssetDatabase.StartAssetEditing();

foreach (var asset in distinctGuids)
{
materialIdx++;
var path = AssetDatabase.GUIDToAssetPath(asset);
EditorUtility.DisplayProgressBar("Material Upgrader re-import", string.Format("({0} of {1}) {2}", materialIdx, totalMaterials, path), (float)materialIdx / (float)totalMaterials);
AssetDatabase.ImportAsset(path);
}
}
finally
{
// Ensure the AssetDatabase knows we're finished editing
AssetDatabase.StopAssetEditing();
}

EditorUtility.ClearProgressBar();

MaterialPostprocessor.s_NeedsSavingAssets = true;
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