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2c2b17c
[VFX] Fix Empty Ribbon Warning
PaulDemeulenaere Apr 28, 2025
e05fccf
Clarify raytracing warnings in UI when not supported
arttu-peltonen Apr 28, 2025
0f29957
DOCG-7032 Add note about emissive decals
markg-unity Apr 29, 2025
cdb6c03
[UUM-98161] Fixed the ScriptableRenderer sometimes getting in a bad s…
zoe-bare-unity3d Apr 29, 2025
10468d8
Accessibility: Add ALT text and remove some screenshots
ocarrere Apr 29, 2025
b0d9cdf
Fix DRS + CustomPass AfterPostprocess and camera depth
ApoorvaJ Apr 29, 2025
fbe5355
Fix IRenderPipelineGraphicsSettingsContextMenu.PopulateContextMenu's …
RSlysz Apr 30, 2025
49d282b
Fix dx12 artifacts on IntelIris
cprasad-rythmos Apr 30, 2025
3396905
Update Graphics.RenderPipeline API docs + fix SRP example code
arttu-peltonen Apr 30, 2025
1c89c51
Baking lighting with APV does not work in batch mode
KEngelstoft May 1, 2025
dd8cac0
[VFX] Add debug names for VFX resources
julienf-unity May 1, 2025
08863be
[VFX/Docs] Improve ExposedProperty
PaulDemeulenaere May 1, 2025
8786e04
[VFX] Fix VFX URP Decal output on macOS silicon
ludovic-theobald May 1, 2025
c8831d2
Fix for the black screen issue on XR when using the CopyDepthPass
lpledouxUnity May 1, 2025
19db49e
backout forward plus lighting pr that causes a regression
Paulm-Unity May 1, 2025
f83adca
DOCG-7039 Update VFX Graph block names
markg-unity May 1, 2025
9a6dd5f
[content automatically redacted] touching PlatformDependent folder
May 2, 2025
003a138
[VFX][Fix] Correct handling and definition of tangent.w in VFX/SG sha…
ludovic-theobald May 5, 2025
74a55a1
[VFX] Restore the usage of global textures for textures set to None, …
gabrieldelacruz May 5, 2025
5477ab1
Update PPv2Converter.cs
RSlysz May 5, 2025
8b0195d
Fix multiplayer package to generate console error on importing asset
remi-chapelain May 5, 2025
c820568
[UUM-104541] Fixed a leak of m_AtlasAllocator in ReflectionProbeManager
bmalrat May 6, 2025
bec5414
Enable more terrain test scenes
zeroyao May 6, 2025
533c3dd
Force high memory budget during dilation
KEngelstoft May 6, 2025
be7667b
Update Shader Graph's Material Property Drawer Sample after UUM-91333…
FredMoreau May 6, 2025
a2ac250
Create new concept page about water decals from forum post
ocarrere May 7, 2025
f1fb835
Fixed an allocation issue in the GPUResidentDrawer
lorin-atzberger-unity May 7, 2025
5a5c398
Graphics docs feedback fixes Apr 2025
markg-unity May 7, 2025
c587072
DOCG-7088: fix link
ocarrere May 7, 2025
1ced876
DOCG-7113: fix link
ocarrere May 7, 2025
316248c
Accessibility fix in HDRP docs
fatimah-f May 7, 2025
cca55d4
URP: Fixed emission-enabling evaluation.
amsXYZ May 7, 2025
d082d2e
Multiple Rendering Debugger fixes
kirill-titov-u May 7, 2025
1a2ea9d
Render Pass merging code does not clear the DepthStencil view when Re…
raquelpeces May 7, 2025
a2e1061
Fixed mesh changes not propagating correctly when using GRD and GPU O…
lorin-atzberger-unity May 8, 2025
6c6b315
2d/staging/tilemap/uum 103926
ChuanXin-Unity May 8, 2025
121702b
[content automatically redacted] touching PlatformDependent folder
mpelletier-unity May 8, 2025
225a4fc
Deduplicate HDRP GRD Jobs
giorgospetkakis May 8, 2025
9294e37
[VFX] Fix in graph error feedback
julienf-unity May 8, 2025
e4dcf88
Fix volume Add Override dropdown not working on Linux
arttu-peltonen May 9, 2025
bd26b7c
Fix Case UUM-104198
venkify May 9, 2025
11c5e4b
[2d] -Add 090_Tilemap_Individual_CustomAxisSort
ChuanXin-Unity May 9, 2025
dc82df7
DOCG-7040: replace "deformer" with "water decal"
ocarrere May 9, 2025
60ea9dc
[Upscaling] Fix FSR2 crash & DX11 missing depth, upgrade from v2.2.0 …
volkan-unity May 10, 2025
e56df35
[HDRP] Fix missing APV rendering layer mask multiple select option on…
remi-chapelain May 12, 2025
6d701b2
[NVUnityPlugin] Upgrade DLSS v3.1.10 to v3.7.20
volkan-unity May 12, 2025
3e28d3d
[VFX][Doc] Added a documentation page for VFX Graph shortcuts
julienamsellem May 12, 2025
c167309
[VFX][Doc] Added two screenshots for the subgraph subtitle and a para…
julienamsellem May 12, 2025
3ba610d
Fix out of bounds read in CoreUnsafeUtils.FixedBufferStringQueue
arttu-peltonen May 13, 2025
9b64832
[UUM-77742] Fix depth rendering when using Render Objects
seungwon-oh May 13, 2025
4084c58
SRP-266 Throw if AddRenderPass is used with NRP
RoseHirigoyen May 13, 2025
6d0cfa1
[UUM-104980] Disabling 10003_TerrainShadow for two platforms
christian-sasseville May 14, 2025
cdbc8d1
[Port] [6000.2] [UUM-104352][URP 2D] Fix normal maps account for spri…
svc-reach-platform-support May 16, 2025
7328642
Merge PR #68706 from docs/graphics/docg-7168-makdown-formatting-issue
ocarrere May 16, 2025
1b90674
[Port] [6000.2] [UUM-104830] Add checks for FullScreenRendererFeature…
svc-reach-platform-support May 16, 2025
f0a642b
[Port] [6000.2] FIX Incorrect Icon Regression UUM-104996
svc-reach-platform-support May 16, 2025
587ef8a
[Port] [6000.2] [UUM-90785] Fixed incorrect input color in the user L…
svc-reach-platform-support May 19, 2025
a15b582
[Port] [6000.2] Fix missing type from DebugState attribute
svc-reach-platform-support May 19, 2025
05b220d
[Port] [6000.2] UUM-103836 Trying to use invalid GBuffers in Wirefram…
svc-reach-platform-support May 20, 2025
c909fcb
[VFX] Fixed sticky note title had always a small font size while bein…
julienamsellem May 21, 2025
2b8926a
[Port] [6000.2] Fixed incorrect culling of planar reflections when ra…
svc-reach-platform-support May 22, 2025
f4b236e
[Port] [6000.2] UUM-103975 : Missing packed material data in CreateDr…
svc-reach-platform-support May 23, 2025
1c3d058
Disabling unstable tests
Daniel-Dobzinski May 23, 2025
5725e3b
6000.2: Fix IndexOutOfRangeException Exception by allocating size wit…
vrethinachalam May 23, 2025
bc98fb8
[Port] [6000.2] DOCG-7151 Improve journey to API docs of core graphic…
svc-reach-platform-support May 26, 2025
6580314
[Port] [6000.2] [UUM-105392][6000.3] Fix hdr encoding and postprocess…
svc-reach-platform-support May 27, 2025
d878eec
[Port] [6000.2] Fix shadow culling for Intermediate renderers
svc-reach-platform-support May 27, 2025
12a655f
6000.2: Fix unclear warnings when user creates more lights than the l…
vrethinachalam May 30, 2025
3230ce3
[Port] [6000.2] [HDRP] Fixed Water clamping the screenspace position …
svc-reach-platform-support Jun 2, 2025
5589f4f
[Port] [6000.2] docg-7131: Add link to HDRP Water system Advanced Pro…
svc-reach-platform-support Jun 3, 2025
f2c2a28
[Port] [6000.2] accessibility-olivier-may-25-2025-visualeffectgraph
svc-reach-platform-support Jun 4, 2025
3345b20
[Port] [6000.2] Reverting changes for Volume System to keep precompil…
svc-reach-platform-support Jun 5, 2025
4f5449d
[Port] [6000.2] Accessibility tables update for Adaptive Probe Volume…
svc-reach-platform-support Jun 5, 2025
8c9bac0
[Port] [6000.2] docg-7165: Add row for Debug panel
svc-reach-platform-support Jun 5, 2025
f212220
[Port] [6000.2] DOCG-7173 Combine VFX Graph Trigger Event Blocks docs
svc-reach-platform-support Jun 6, 2025
a980441
[Port] [6000.2] [ShaderGraph] Add toggle to override the shader varia…
svc-reach-platform-support Jun 10, 2025
d052204
[Port] [6000.2] UUM-104391: Handle case where a main light is disabled
svc-reach-platform-support Jun 11, 2025
90a74ca
[6.2][SRP] Set 17.0.3 compatibility version with Unity 6000.2.0a5
theo-at-unity Jun 11, 2025
a1f7f3f
[Port] [6000.2] [XR][URP] Force to not perfrom MSAA resolve for XR MS…
svc-reach-platform-support Jun 13, 2025
8d6ecf2
[Port] [6000.2] Better error handling for uninitialized volume framework
svc-reach-platform-support Jun 16, 2025
946bbea
[Port] [6000.2] URP - Avoid persistent memory allocation (_CameraTarg…
svc-reach-platform-support Jun 16, 2025
8936df7
[Port] [6000.2] [VFX] Fix Exception with Subgraph & SMR
svc-reach-platform-support Jun 16, 2025
cb2d487
[Port] [6000.2] DOCG-7382 Small updates to HDRP shadows documentation
svc-reach-platform-support Jun 16, 2025
ef8c3ae
[Port] [6000.2] [HDRP] Fix artifacts when using HDRP with Screen Spac…
remi-chapelain Jun 16, 2025
62cc6ef
[Port] [6000.2] Switch to IsDepthPrimingEnabledRenderGraph as a stati…
svc-reach-platform-support Jun 16, 2025
c6cdf4f
[Port] [6000.2] Volume UI and doc fixes.
svc-reach-platform-support Jun 17, 2025
ec7620b
[Port] [6000.2] 2D Shader vector truncation fix in LightingUtility.hl…
svc-reach-platform-support Jun 17, 2025
d6f9cd4
[Port] [6000.2] Set color RenderTarget at InvokeOnRenderObjectCallbac…
svc-reach-platform-support Jun 18, 2025
3e0c565
[Port] [6000.2] HDRP Fix Decal Projector Layer Mask Override
svc-reach-platform-support Jun 18, 2025
9c179d9
[Port] [6000.2] DOCG-7380 Update HDRP light component settings
svc-reach-platform-support Jun 18, 2025
ce1b0c7
[Port] [6000.2] Strip out the xr uber post and xr final post pass if …
svc-reach-platform-support Jun 19, 2025
acce119
[Port] [6000.2] [UUM-109322][6000.3][URP 2D] Expose methods to add/re…
svc-reach-platform-support Jun 19, 2025
f6483f9
[Port] [6000.2] Feedback fixes 30 May 2025
svc-reach-platform-support Jun 19, 2025
c17c75f
Disabling 4088_DRS-DLSS-Hardware
christian-sasseville Jun 19, 2025
ac7bb71
[Port] [6000.2] docg-7156: Add conceptual information about decals fo…
svc-reach-platform-support Jun 24, 2025
8522983
[Port] [6000.2] Fix for the ndc space being sometimes wrong for Space…
svc-reach-platform-support Jun 24, 2025
6d646e9
[Port] [6000.2] docg-7140-fix-typo
svc-reach-platform-support Jun 24, 2025
17be7d2
[Port] [6000.2] docg-7128: Fix link
svc-reach-platform-support Jun 24, 2025
9bca7cd
Backport 6000.2. Fix black screen when using lens flare.
eh-unity Jun 27, 2025
0b86e45
[Port] [6000.2] DOCG-7470 Accessibility improvements
svc-reach-platform-support Jun 27, 2025
7cda8e6
[Port] [6000.2] Graphics docs olivier april batch2 visualeffectsgraph…
svc-reach-platform-support Jun 27, 2025
844c821
[Port] [6000.2] UUM-104165: Make APV work with Subscenes in URP
svc-reach-platform-support Jun 30, 2025
5244270
[Port] [6000.2] DOCG-6486 Correct output type in Perlin Noise page
markg-unity Jul 1, 2025
fa65f15
[Port] [6000.2] docg-7321: Specify HLSL include files extension
svc-reach-platform-support Jul 1, 2025
c09b110
[Port] [6000.2] docg-7328: Fix typos
svc-reach-platform-support Jul 1, 2025
5874075
[Port] [6000.2] 2d/staging/tilemap/uum 109109
svc-reach-platform-support Jul 1, 2025
22b137e
[Port] [6000.2] DOCG-7175 Move Kill Shape docs into new page, clarify…
svc-reach-platform-support Jul 1, 2025
c21910a
[Port] [6000.2] [UUM-100526] Add missing apv keywords to TerrainLitAd…
svc-reach-platform-support Jul 4, 2025
d675c3d
[Port] [6000.2] GPUResidentDrawer - Enhanced culling statistics in Re…
svc-reach-platform-support Jul 4, 2025
1ca873c
Test updates
ericksson Jul 7, 2025
2cb88bb
[Port] [6000.2] Remove additional separators
svc-reach-platform-support Jul 8, 2025
7df4b43
[Port] [6000.2] Rollback 59432 - Runtime Debugger Graphics Settings
svc-reach-platform-support Jul 8, 2025
0b75c0f
[Port] [6000.2] docg-7446: Document the Trigger Shape block in VFX Graph
svc-reach-platform-support Jul 8, 2025
0fef2d6
[Port] [6000.2] DOCG-7378 Improve HDRP shadow map update docs
svc-reach-platform-support Jul 8, 2025
a5bce15
[Port] [6000.2] [HDRP] Fix the issue of Unlit draw mode in scene view
svc-reach-platform-support Jul 9, 2025
a64a44f
[UUM-109312][UUM-109986][6000.2] Fix URP 2D lighting with meshes in R…
kennytann Jul 10, 2025
88e462c
[Port] [6000.2] Fix excessive memory usage in APV
svc-reach-platform-support Jul 10, 2025
72a2e38
[Port] [6000.2] [HDRP] Fix rendering debugger warning when disabling …
svc-reach-platform-support Jul 11, 2025
f054daf
[Port] [6000.2] Initialized APV bakeDiffuseLighting
svc-reach-platform-support Jul 11, 2025
d112ee4
[Port] [6000.2] Fix Underline with font fallback chain
svc-reach-platform-support Jul 11, 2025
0ac7595
[Port] [6000.2] [HDRP] Bind missing buffer for debug shaders
svc-reach-platform-support Jul 11, 2025
e042af8
[Port] [6000.2] [6000.3][UUM-110338] Fix UI rendering when FXAA is en…
svc-reach-platform-support Jul 11, 2025
63659de
[Port] [6000.2] DOCG-7416 - Structure Keywords info in Shader Graph docs
svc-reach-platform-support Jul 11, 2025
f8812c3
[Port] [6000.2] DOCG-7557 Clarify detail mask values in HDRP
svc-reach-platform-support Jul 12, 2025
7ee4fce
[Port] [6000.2] DOCG-7536 Unity 6.2 release links and updates
svc-reach-platform-support Jul 12, 2025
5334295
[Port] [6000.2] Feedback fixes 23 June 2025
svc-reach-platform-support Jul 14, 2025
fae7586
Update dependency UnityCI.Common to v35 - abandoned
Jul 15, 2025
91e025c
[Port] [6000.2] [HDRP] Fix Screen Space Lens Flare override inspector…
svc-reach-platform-support Jul 15, 2025
cbcb6f1
[Port] [6000.2] [UUM-97117]Log the results of the converters in the c…
svc-reach-platform-support Jul 15, 2025
9a0e8de
[Port] [6000.2] Remove redundant NUnit include
svc-reach-platform-support Jul 16, 2025
2dcbafa
[UUM-111704] Disabling many unstable SRP tests
christian-sasseville Jul 16, 2025
f1c3929
[Backport] Fix for the background motion vectors computation being in…
lpledouxUnity Jul 16, 2025
e9003cc
[Backport] [URP] UUM-109709: Fix GBuffer indicies
Jul 18, 2025
be00564
[Port] [6000.2] [UUM-97906] URP: Remove target requirement from APV i…
svc-reach-platform-support Jul 18, 2025
364df85
[UUM-110269][6000.2] Fix Rendergraph 2D builders
kennytann Jul 22, 2025
d38ed07
[Backport] [6000.2] Render Graph - Disable FBF for PS4 & PS5
YohannVaastUnity Jul 23, 2025
a88ec4e
[Port] [6000.2] [UUM-111391]Fix missing graphics setting container wa…
svc-reach-platform-support Jul 24, 2025
acd5b3a
[Port] [6000.2] [UUM-97906] [URP] Fix flipped projection params
svc-reach-platform-support Jul 28, 2025
fb1c17e
[Port] [6000.2] 2d/staging/tilemap/uum 111921
svc-reach-platform-support Jul 28, 2025
bd363dc
[Port] [6000.2] Docs feedback fixes Jul 2025
svc-reach-platform-support Jul 28, 2025
8fa7b2e
[Port] [6000.2] DOCG-6833 Add missing landing pages to VFX Graph manual
svc-reach-platform-support Jul 28, 2025
f1bb871
[Port] [6000.2] DOCG-7578 - Add an example for Shader Graph's Append …
svc-reach-platform-support Jul 28, 2025
929e235
[Port] [6000.2] unity_RendererBounds_Min/max available in URP with BR…
svc-reach-platform-support Jul 29, 2025
a04e507
[Port] [6000.2] More descriptive APV inspector warning message for En…
svc-reach-platform-support Jul 30, 2025
b4ad3c0
[UUM-111510]The Game view and Scene view fail to render when launchin…
alex-vazquez-unity3d Aug 1, 2025
92811b5
[Port] [6000.2] [GRD] Clamp the override level to the mesh's LOD coun…
svc-reach-platform-support Aug 1, 2025
eb58ed3
[Port] [6000.2] [UUM-83172] Re-enable & fix SRP MipMapMode gfx-tests …
svc-reach-platform-support Aug 1, 2025
b2630f5
[Port] [6000.2] Fix pink previews after upgrading materials from BiRP…
svc-reach-platform-support Aug 1, 2025
21f7082
[Port] [6000.2] DOCG-7532 WhatsNew link
svc-reach-platform-support Aug 1, 2025
46ddef3
[Port] [6000.2] [HDRP] Fix Water Decal UV
svc-reach-platform-support Aug 1, 2025
db32176
[Port] [6000.2] Shader Graph docs updates: latest added Keyword and P…
svc-reach-platform-support Aug 1, 2025
74b2993
[Port] [6000.2] Shader Graph pre-release doc wrap-up (for 6.2)
sebastienduverne Aug 1, 2025
8c34267
Backport Templates to 6.2
UnityAlexHarkness Aug 1, 2025
527ee39
[Backport 6.2][AMDUnityPlugin] fix DX12 crash when FSR2 is toggled on…
volkan-unity Aug 1, 2025
7aff7a5
[SRP] [Volume] [UUM-111415] Redraw all views after VolumeProfile reset
RSlysz Aug 4, 2025
cdb65f1
[Port] [6000.2] DOCG-7386 Improve HDRP ambient occlusion documentation
svc-reach-platform-support Aug 4, 2025
fba7649
[Port] [6000.2] [SRP] Fix Text Mesh Pro essential resources when impo…
svc-reach-platform-support Aug 4, 2025
f66cffb
[Port] [6000.2] URP: Fix ZBin clamp
svc-reach-platform-support Aug 4, 2025
05d3c14
[Port] [6000.2] [HDRP] Fix the issue with water fade
svc-reach-platform-support Aug 4, 2025
58c6157
[Port] [6000.2] [SRP] Fix Volume icon for light theme
svc-reach-platform-support Aug 5, 2025
a83b758
[6.2] [UUM-51336] Re-enable "003-VirtualTexturing" / "003-VirtualText…
Olof-AV Aug 6, 2025
73ac392
Graphics/SRP - [Backport][UUM-109284] Don't manually clear Render Gra…
RoseHirigoyen Aug 8, 2025
d078bfd
[6000.2] Force enable reflection probe blending with atlas when GRD i…
vincent-breysse Aug 8, 2025
682284a
[Port] [6000.2] DOCG-7534 Update VFX Graph What's New page to link to…
svc-reach-platform-support Aug 8, 2025
55e7ce6
[Port] [6000.2] Minimal fix: Incorrectly baking lighting when consecu…
svc-reach-platform-support Aug 11, 2025
faf09ef
[Port] [6000.2] 2d/staging/tilemap/uum 111631
svc-reach-platform-support Aug 12, 2025
c82a71a
[Port] [6000.2] DOCG-7528 Add AfterOpaqueColor
svc-reach-platform-support Aug 12, 2025
dad1034
[Port] [6000.2] DOCG-7652 Update DLSS and FSR versions for 6.2+
markg-unity Aug 12, 2025
71d9079
[Port] [6000.2] Color Checker tool - Fix Is Metallic Toggle display w…
svc-reach-platform-support Aug 13, 2025
819c58e
[content automatically redacted] touching PlatformDependent folder
bmalrat Aug 14, 2025
bc9b8b4
[Port] [6000.2] [6000.3][UUM-111256] Fix Blurry and Stretched Light T…
svc-reach-platform-support Aug 15, 2025
5358848
[Port] [6000.2] Fix invisible grid lines in Render Graph Viewer with …
svc-reach-platform-support Aug 16, 2025
cb5ea7a
[Port] [6000.2] DOCG-7659 Correct updating keywords in a script
svc-reach-platform-support Aug 16, 2025
8298c69
[Port] [6000.2] Graphics docs feedback fixes August
svc-reach-platform-support Aug 16, 2025
fbaed96
[Port] [6000.2] Ensure userLutTexture has an updated texture, null wh…
svc-reach-platform-support Aug 20, 2025
a3fd6db
[Port] [6000.2] Minor shader graph docs fixes
svc-reach-platform-support Aug 20, 2025
37a8635
[Port] [6000.2] DOCG-7358 Fixes and improvements to Scene Depth Node …
svc-reach-platform-support Aug 20, 2025
89b62d7
[Port] [6000.2] DOCG-7299 Improvements to Simple Noise node docs
svc-reach-platform-support Aug 20, 2025
894b6ca
[Port] [6000.2] DOCG-7329 Improve UV Node docs
svc-reach-platform-support Aug 20, 2025
f11c35c
[Port] [6000.2] DOCG-7355 Remap node docs improvements
svc-reach-platform-support Aug 20, 2025
cb0d8ef
[Port] [6000.2] DOCG-7278 Improve Position node docs
markg-unity Aug 20, 2025
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11 changes: 11 additions & 0 deletions .gitattributes
Original file line number Diff line number Diff line change
Expand Up @@ -64,6 +64,11 @@ Repositories.ini eol=lf
*.[mM][sS][iI] filter=lfs diff=lfs merge=lfs -text
*.[aA][rR][cC] filter=lfs diff=lfs merge=lfs -text

# media files
*.[mM][pP]4 filter=lfs diff=lfs merge=lfs -text
*.[mM][oO][vV] filter=lfs diff=lfs merge=lfs -text
*.[wW][eE][bB][mM] filter=lfs diff=lfs merge=lfs -text

# executables and libraries
*.[aA] filter=lfs diff=lfs merge=lfs -text
*.[oO] filter=lfs diff=lfs merge=lfs -text
Expand Down Expand Up @@ -361,6 +366,12 @@ Editor/Resources/unity[[:space:]]editor[[:space:]]resources filter=lfs diff=lfs
**/GfxTestProjectFolder/**/*.[pP][rR][xX] filter=lfs diff=lfs merge=lfs -text
**/GfxTestProjectFolder/**/*.[dD][fF][oO][nN][tT] filter=lfs diff=lfs merge=lfs -text

# Video tests
# ---
# `.ts` is used for MPEG Transport Stream files. This rule is very specific to a certain video
# package because the `.ts` extension clashes with the TypeScript file extension.
**/EditModeAndPlayModeTests/Video/**/HLS/**/*.[tT][sS] filter=lfs diff=lfs merge=lfs -text

# memoryprofiler test snapshots
**/com.unity.memoryprofiler.tests/**/*.[sS][nN][aA][pP] filter=lfs diff=lfs merge=lfs -text

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2 changes: 1 addition & 1 deletion Packages/com.unity.render-pipelines.core/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ The version number for this package has increased due to a version update of a r

## [17.0.3] - 2025-02-13

This version is compatible with Unity 6000.2.0a17.
This version is compatible with Unity 6000.2.0a5.

### Added
- Added Variable Rate Shading API support for (Raster)CommandBuffer(s), RenderGraph and RTHandles.
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Expand Up @@ -14,7 +14,7 @@ There is a global state per user that stores if Unity displays **advanced proper
Not every component or Volume Override includes advanced properties.
If one does, it has a contextual menu to the right of each property section header that includes additional properties. To expose advanced properties for that section, open the contextual menu and click **Advanced Properties**.

For an example, see the **Water Surface** component in [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest).
For an example, refer to the **Water Surface** component in [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/settings-and-properties-related-to-the-water-system.html).

By default only standard properties are shown.

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@@ -0,0 +1,12 @@
---
uid: srp-core-api-index
---

# Scriptable Render Pipeline Core scripting API

This is the documentation for the scripting APIs of the Scriptable Render Pipeline (SRP) Core package.

**Note**: URP and HDRP are built on the Scriptable Render Pipeline (SRP) Core package, but have their own class types. For more information, refer to the following:

- [Universal Render Pipeline (URP) Scripting API](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.2/api/index.html)
- [High Definition Render Pipeline (HDRP) Scripting API](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.2/api/index.html)
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Expand Up @@ -55,16 +55,16 @@ public class MySettingsPropertyDrawer : PropertyDrawer

To add items to the **More** (⋮) menu of a settings group, follow these steps:

1. Create a class that implements the [`IRenderPipelineGraphicsSettingsContextMenu`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu.html) interface.
1. Create a class that implements the [`IRenderPipelineGraphicsSettingsContextMenu2<T>`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2_1.html) interface.
2. Implement the `PopulateContextMenu` method.
3. To add an item, use the `AddItem` API.

For example:

```c#
public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu<MySettings>
public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu2<MySettings>
{
void IRenderPipelineGraphicsSettingsContextMenu<MySettings>.PopulateContextMenu(MySettings setting, PropertyDrawer _, ref GenericMenu menu)
void IRenderPipelineGraphicsSettingsContextMenu2<MySettings>.PopulateContextMenu(MySettings setting, SerializedProperty _, ref GenericMenu menu)
{
menu.AddItem(new GUIContent("My custom menu item"), false, () => { Debug.Log("Menu item was selected."); });
}
Expand All @@ -74,4 +74,5 @@ public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu<
## Additional resources

- [PropertyDrawer](xref:UnityEditor.PropertyDrawer)
- [IRenderPipelineGraphicsSettingsContextMenu](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu.html)
- [IRenderPipelineGraphicsSettingsContextMenu2](https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2.html)
- [IRenderPipelineGraphicsSettingsContextMenu2<T>](https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2_1.html)
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Expand Up @@ -45,13 +45,14 @@ The following example shows how to create a script for a basic custom Render Pip
```lang-csharp
using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;

public class ExampleRenderPipelineInstance : RenderPipeline
{
public ExampleRenderPipelineInstance() {
}

protected override void Render (ScriptableRenderContext context, Camera[] cameras) {
protected override void Render (ScriptableRenderContext context, List<Camera> cameras) {
// This is where you can write custom rendering code. Customize this method to customize your SRP.
}
}
Expand Down Expand Up @@ -98,6 +99,7 @@ The following example shows how to create a `RenderPipelineAsset` script that de
```lang-csharp
using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;

public class ExampleRenderPipelineInstance : RenderPipeline
{
Expand All @@ -119,4 +121,4 @@ The following example shows how to create a `RenderPipelineAsset` script that de

```

5. In the Project view, either click the add (+) button, or open the context menu and navigate to **Create**, and then choose **Rendering** > **Example Render Pipeline Asset**. Unity creates a new Render Pipeline Asset in the Project view.
5. In the Project view, either click the add (+) button, or open the context menu and navigate to **Create**, and then choose **Rendering** > **Example Render Pipeline Asset**. Unity creates a new Render Pipeline Asset in the Project view.
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Expand Up @@ -131,12 +131,13 @@ It shows the clearest workflow, rather than the most efficient runtime performan

using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;

public class ExampleRenderPipeline : RenderPipeline {
public ExampleRenderPipeline() {
}

protected override void Render (ScriptableRenderContext context, Camera[] cameras) {
protected override void Render(ScriptableRenderContext context, List<Camera> cameras) {
// Create and schedule a command to clear the current render target
var cmd = new CommandBuffer();
cmd.ClearRenderTarget(true, true, Color.black);
Expand Down Expand Up @@ -172,12 +173,13 @@ It shows the clearest workflow, rather than the most efficient runtime performan

using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;

public class ExampleRenderPipeline : RenderPipeline {
public ExampleRenderPipeline() {
}

protected override void Render (ScriptableRenderContext context, Camera[] cameras) {
protected override void Render(ScriptableRenderContext context, List<Camera> cameras) {
// Create and schedule a command to clear the current render target
var cmd = new CommandBuffer();
cmd.ClearRenderTarget(true, true, Color.black);
Expand Down Expand Up @@ -225,12 +227,13 @@ It shows the clearest workflow, rather than the most efficient runtime performan

using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;

public class ExampleRenderPipeline : RenderPipeline {
public ExampleRenderPipeline() {
}

protected override void Render (ScriptableRenderContext context, Camera[] cameras) {
protected override void Render(ScriptableRenderContext context, List<Camera> cameras) {
// Create and schedule a command to clear the current render target
var cmd = new CommandBuffer();
cmd.ClearRenderTarget(true, true, Color.black);
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Expand Up @@ -26,11 +26,12 @@ This example code demonstrates how to schedule and perform a command to clear th
```lang-csharp
using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;

public class ExampleRenderPipeline : RenderPipeline
{
public ExampleRenderPipeline() {
}
public ExampleRenderPipeline() {
}

protected override void Render(ScriptableRenderContext context, List<Camera> cameras) {
// Create and schedule a command to clear the current render target
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@@ -1,4 +1,8 @@
# What's new in SRP Core 17.1 / Unity 6.1
# What's new in SRP Core 17 / Unity 6

**Note:** Starting with 17.2 (Unity 6.2), refer to [What’s new in Unity](xref:um-whats-new) for the latest updates and improvements.

## What's new in SRP Core 17.1 / Unity 6.1
The following are the new features and improvements added to the SRP Core package 17.1, embedded Unity 6.1.

## Added
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Expand Up @@ -19,11 +19,6 @@ public class CoreBuildData : IDisposable
/// </summary>
public static CoreBuildData instance => m_Instance ??= CreateInstance();

/// <summary>
/// Returns if the build is done for debug
/// </summary>
public bool isDevelopmentBuild { get; set; }

/// <summary>
/// If the target build has an SRP configured
/// </summary>
Expand All @@ -44,32 +39,24 @@ public class CoreBuildData : IDisposable
internal bool pipelineSupportGPUResidentDrawer { get; private set; } = false;
internal bool playerNeedGPUResidentDrawer { get; private set; } = false;

/// <summary>
/// Initializes a new instance of the <see cref="CoreBuildData"/> class for the core library.
/// This constructor may also be invoked when building Asset Bundles.
/// </summary>
/// <param name="buildTarget">The target platform for the build (e.g., Standalone, iOS, Android).</param>
/// <param name="isDevelopmentBuild">Indicates whether the build is a development build. If true, the build includes debugging and logging features.</param>
public CoreBuildData(BuildTarget buildTarget, bool isDevelopmentBuild)

private CoreBuildData(BuildTarget buildTarget)
{
if (buildTarget.TryGetRenderPipelineAssets(renderPipelineAssets))
{
buildingPlayerForRenderPipeline = true;
m_Instance = this;

if (!buildTarget.TryGetRenderPipelineAssets(renderPipelineAssets))
return;

//We can check only the first as we don't support multiple pipeline type in player
var asset = renderPipelineAssets[0];
currentRenderPipelineAssetType = asset.GetType();
buildingPlayerForRenderPipeline = true;

CheckGPUResidentDrawerUsage();
}
//We can check only the first as we don't support multiple pipeline type in player
var asset = renderPipelineAssets[0];
currentRenderPipelineAssetType = asset.GetType();

this.isDevelopmentBuild = isDevelopmentBuild;
m_Instance = this;
CheckGPUResidentDrawerUsage();
}

private static CoreBuildData CreateInstance()
=> new(EditorUserBuildSettings.activeBuildTarget, Debug.isDebugBuild);
=> new(EditorUserBuildSettings.activeBuildTarget);

private void CheckGPUResidentDrawerUsage()
{
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Expand Up @@ -3,7 +3,7 @@

namespace UnityEditor.Rendering
{
// Make CoreBuildData constructed and keep the instance until the end of build
//Make CoreBuildData constructed and kept till end of build
class CorePreprocessBuild : IPreprocessBuildWithReport, IPostprocessBuildWithReport
{
int IOrderedCallback.callbackOrder => int.MinValue + 50;
Expand All @@ -13,8 +13,7 @@ class CorePreprocessBuild : IPreprocessBuildWithReport, IPostprocessBuildWithRep
void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report)
{
m_BuildData?.Dispose();
bool isDevelopmentBuild = (report.summary.options & BuildOptions.Development) != 0;
m_BuildData = new CoreBuildData(EditorUserBuildSettings.activeBuildTarget, isDevelopmentBuild);
m_BuildData = CoreBuildData.instance;
}

void IPostprocessBuildWithReport.OnPostprocessBuild(BuildReport report)
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Expand Up @@ -118,6 +118,8 @@ public static GUIStyle miniLabelButton

/// <summary> Warning icon </summary>
public static readonly Texture2D iconWarn;
/// <summary> Info icon </summary>
public static readonly Texture2D iconInfo;
/// <summary> Help icon </summary>
public static readonly Texture2D iconHelp;
/// <summary> Fail icon </summary>
Expand All @@ -144,7 +146,7 @@ internal static Texture2D GetMessageTypeIcon(MessageType messageType)
case MessageType.None:
return null;
case MessageType.Info:
return iconHelp;
return iconInfo;
case MessageType.Warning:
return iconWarn;
case MessageType.Error:
Expand Down Expand Up @@ -215,7 +217,8 @@ static CoreEditorStyles()
greenTexture = CoreEditorUtils.CreateColoredTexture2D(Color.green, "Green 1x1");
blueTexture = CoreEditorUtils.CreateColoredTexture2D(Color.blue, "Blue 1x1");

iconHelp = CoreEditorUtils.LoadIcon("icons", "console.infoicon", ".png");
iconHelp = CoreEditorUtils.LoadIcon("icons", "_Help", ".png");
iconInfo = CoreEditorUtils.LoadIcon("icons", "console.infoicon", ".png");
iconWarn = CoreEditorUtils.LoadIcon("icons", "console.warnicon", ".png");
iconFail = CoreEditorUtils.LoadIcon("icons", "console.erroricon", ".png");
iconSuccess = EditorGUIUtility.FindTexture("TestPassed");
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Expand Up @@ -179,7 +179,7 @@ public sealed class DebugStateInt : DebugState<int> { }
/// <summary>
/// Object Debug State.
/// </summary>
[Serializable, DebugState(typeof(DebugUI.ObjectPopupField), typeof(DebugUI.CameraSelector))]
[Serializable, DebugState(typeof(DebugUI.ObjectPopupField), typeof(DebugUI.CameraSelector), typeof(DebugUI.ObjectField))]
public sealed class DebugStateObject : DebugState<UnityEngine.Object>
{
/// <summary>
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Expand Up @@ -477,14 +477,16 @@ static void DisplayColumns(Rect drawRect, List<GUIContent> rowContents)
/// <param name="state">Debug State associated with the Debug Item.</param>
public override void Begin(DebugUI.Widget widget, DebugState state)
{
CoreEditorUtils.DrawSplitter();

var w = Cast<DebugUI.Foldout>(widget);
var s = Cast<DebugStateBool>(state);

var title = EditorGUIUtility.TrTextContent(w.displayName, w.tooltip);

Action<GenericMenu> fillContextMenuAction = null;

if (w.contextMenuItems != null)
if (w.contextMenuItems is { Count: > 0 })
{
fillContextMenuAction = menu =>
{
Expand All @@ -495,7 +497,7 @@ public override void Begin(DebugUI.Widget widget, DebugState state)
};
}

bool previousValue = (bool)w.GetValue();
bool previousValue = w.GetValue();
bool value = CoreEditorUtils.DrawHeaderFoldout(title, previousValue, isTitleHeader: w.isHeader, customMenuContextAction: fillContextMenuAction, documentationURL: w.documentationUrl);
if (previousValue != value)
Apply(w, s, value);
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