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1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
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Expand Up @@ -25,6 +25,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Multiply blend now keeps DstAlpha as it's RGB only.
- Particle AlphaModulate() renamed to AlphaModulateAndPremultiply() as it does both. Moved separate AlphaModulate() and AlphaPremultiply() to URP shader library. Fix double alpha multiply for ParticleLit.
- Improved blending modes trigger a material update which tries to keep the existing look intact. This is not always possible and manual blend mode changes might be required.
- Changed "_USE_DRAW_PROCEDURAL" to be used only in vertex shader in Post Processing related shaders as they are not needed for fragment shaders. In result we now generate less shader variants.

### Fixed
- Fixed incorrect premultiply blend mode. case 1260085, case 1357703, [case 1347301](https://issuetracker.unity3d.com/product/unity/issues/guid/1347301/)
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Expand Up @@ -3,7 +3,7 @@ Shader "Hidden/Universal Render Pipeline/Bloom"
HLSLINCLUDE
#pragma exclude_renderers gles
#pragma multi_compile_local _ _USE_RGBM
#pragma multi_compile _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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Expand Up @@ -3,7 +3,7 @@ Shader "Hidden/Universal Render Pipeline/BokehDepthOfField"
HLSLINCLUDE
#pragma exclude_renderers gles
#pragma multi_compile_local_fragment _ _USE_FAST_SRGB_LINEAR_CONVERSION
#pragma multi_compile _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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Expand Up @@ -3,7 +3,7 @@ Shader "Hidden/Universal Render Pipeline/CameraMotionBlur"
HLSLINCLUDE
#pragma exclude_renderers gles

#pragma multi_compile _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Random.hlsl"
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Expand Up @@ -6,7 +6,7 @@ Shader "Hidden/Universal Render Pipeline/FinalPost"
#pragma multi_compile_local_fragment _ _FILM_GRAIN
#pragma multi_compile_local_fragment _ _DITHERING
#pragma multi_compile_local_fragment _ _LINEAR_TO_SRGB_CONVERSION
#pragma multi_compile _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_fragment _ DEBUG_DISPLAY

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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Expand Up @@ -4,7 +4,7 @@ Shader "Hidden/Universal Render Pipeline/GaussianDepthOfField"

#pragma target 3.5
#pragma exclude_renderers gles
#pragma multi_compile _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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Expand Up @@ -5,7 +5,7 @@ Shader "Hidden/Universal Render Pipeline/PaniniProjection"
#pragma exclude_renderers gles

#pragma multi_compile_local _GENERIC _UNIT_DISTANCE
#pragma multi_compile _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
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Expand Up @@ -2,7 +2,7 @@ Shader "Hidden/Universal Render Pipeline/Stop NaN"
{
HLSLINCLUDE
#pragma exclude_renderers gles
#pragma multi_compile _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL
#pragma exclude_renderers gles
#pragma target 3.5

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Expand Up @@ -9,7 +9,7 @@ Shader "Hidden/Universal Render Pipeline/SubpixelMorphologicalAntialiasing"
HLSLINCLUDE

#pragma multi_compile_local _SMAA_PRESET_LOW _SMAA_PRESET_MEDIUM _SMAA_PRESET_HIGH
#pragma multi_compile _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL
#pragma exclude_renderers gles

ENDHLSL
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Expand Up @@ -10,7 +10,7 @@ Shader "Hidden/Universal Render Pipeline/UberPost"
#pragma multi_compile_local_fragment _ _DITHERING
#pragma multi_compile_local_fragment _ _LINEAR_TO_SRGB_CONVERSION
#pragma multi_compile_local_fragment _ _USE_FAST_SRGB_LINEAR_CONVERSION
#pragma multi_compile _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL
#pragma multi_compile_fragment _ DEBUG_DISPLAY

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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