Skip to content

Commit

Permalink
com.unity.render-pipelines.core@11.0.0 in Unity 2021.1.0b6
Browse files Browse the repository at this point in the history
## [11.0.0] - 2020-10-21

Version Updated
The version number for this package has increased due to a version update of a related graphics package.
  • Loading branch information
Unity Technologies committed Feb 1, 2021
1 parent 3a8d060 commit 332d0c1
Show file tree
Hide file tree
Showing 264 changed files with 2,389 additions and 17,474 deletions.
2 changes: 0 additions & 2 deletions ApiUpdater~/ValidationWhiteList.txt

This file was deleted.

66 changes: 2 additions & 64 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,70 +4,10 @@ All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [12.0.0] - 2021-01-11

### Changed
- ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.
- The RTHandleSystem no longer requires a specific number of sample for MSAA textures. Number of samples can be chosen independently for all textures.

### Fixed
- Fixed missing warning UI about Projector component being unsupported (case 1300327).
- Fixed the display name of a Volume Parameter when is defined the attribute InspectorName
- Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on
- Problem on domain reload of Volume Parameter Ranges and UI values
- Fixed Right Align of additional properties on Volume Components Editors
- Fixed normal bias field of reference volume being wrong until the profile UI was displayed.
- Fixed L2 for Probe Volumes.
- Fixed assertion on compression of L1 coefficients for Probe Volume.

### Added
- Support for the PlayStation 5 platform has been added.
- Support for additional properties for Volume Components without custom editor
- Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on
- Support for the PlayStation 5 platform has been added.
- Support for the XboxSeries platform has been added.
- Added Editor window that allow showing an icon to browse the documentation
- New method DrawHeaders for VolumeComponentsEditors
- Unification of Material Editor Headers Scopes
- New API functions with no side effects in DynamicResolutionHandler, to retrieve resolved drs scale and to apply DRS on a size.
- Added a blitter for the SRPs.
- Added 2D texture atlases.
- New methods on CoreEditorDrawers, to allow adding a label on a group before rendering the internal drawers
- Method to generate a Texture2D of 1x1 with a plain color
- Red, Green, Blue Texture2D on CoreEditorStyles
- New API in DynamicResolutionHandler to handle multicamera rendering for hardware mode. Changing cameras and resetting scaling per camera should be safe.
- Added SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines.
- Adding documentation links to Light Sections

### Changed
- Changed Window/Render Pipeline/Render Pipeline Debug to Window/Rendering/Render Pipeline Debugger
- Changed Window/Render Pipeline/Look Dev to Window/Analysis/Look Dev
- Changed Window/Render Pipeline/Render Graph Viewer to Window/Analysis/Render Graph Viewer
- Changed Window/Render Pipeline/Graphics Compositor to Window/Rendering/Graphics Compositor
- Volume Gizmo Color setting is now under Colors->Scene->Volume Gizmo
- Volume Gizmo alpha changed from 0.5 to 0.125
- Moved Edit/Render Pipeline/Generate Shader Includes to Edit/Rendering/Generate Shader Includes
- Moved Assets/Create/LookDev/Environment Library to Assets/Create/Rendering/Environment Library (Look Dev)
- Changed Nintendo Switch specific half float fixes in color conversion routines to all platforms.
- Improved load asset time for probe volumes.

### Added
- Added class for drawing shadow cascades `UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades`.

## [11.0.0] - 2020-10-21

### Fixed
- Fixed the default background color for previews to use the original color.
- Fixed spacing between property fields on the Volume Component Editors.
- Fixed ALL/NONE to maintain the state on the Volume Component Editors.
- Fixed the selection of the Additional properties from ALL/NONE when the option "Show additional properties" is disabled
- Fixed ACES tonemaping for Nintendo Switch by forcing some shader color conversion functions to full float precision.
- Fixed a bug in FreeCamera which would only provide a speed boost for the first frame when pressing the Shfit key.

### Added
- New View Lighting Tool, a component which allow to setup light in the camera space
- New function in GeometryTools.hlsl to calculate triangle edge and full triangle culling.
- Several utils functions to access SphericalHarmonicsL2 in a more verbose and intuitive fashion.
Version Updated
The version number for this package has increased due to a version update of a related graphics package.

## [10.2.0] - 2020-10-19

Expand All @@ -83,7 +23,6 @@ The version number for this package has increased due to a version update of a r
### Fixed
- Fixed the scene view to scale correctly when hardware dynamic resolution is enabled (case 1158661)
- Fixed game view artifacts on resizing when hardware dynamic resolution was enabled
- Fixed issue that caused `UNITY_REVERSED_Z` and `UNITY_UV_STARTS_AT_TOP` being defined in platforms that don't support it.

### Changed
- LookDev menu item entry is now disabled if the current pipeline does not support it.
Expand Down Expand Up @@ -145,7 +84,6 @@ The version number for this package has increased due to a version update of a r
- Updated macros to be compatible with the new shader preprocessor.
- Updated shaders to be compatible with Microsoft's DXC.
- Changed CommandBufferPool.Get() to create an unnamed CommandBuffer. (No profiling markers)
- Deprecating VolumeComponentDeprecad, using HideInInspector or Obsolete instead

## [7.1.1] - 2019-09-05

Expand Down
Binary file removed Documentation~/Images/view-lighting-tool-gizmo.png
Binary file not shown.
Binary file not shown.
4 changes: 2 additions & 2 deletions Documentation~/Look-Dev-Environment-Library.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,14 +10,14 @@ An Environment Library is an Asset that contains a list of environments that you

To create an Environment Library Asset, either:

- Select **Assets > Create > Rendering Environment Library (Look Dev)**.
- Select **Assets > Create > Look Dev > Environment Library**.
- Open [Look Dev](Look-Dev.html) and click the **New Library** button.

## Creating and editing an environment

After you create an Environment Library, you can add environments to it which you can then use in Look Dev. To create environments or edit their properties, use the Look Dev window itself. To create and edit environments, you need to open an Environment Library in Look Dev. To do this, either:

- Go to the Look Dev window (menu: **Window > Rendering > Look Dev**) and drag your Environment Library from your Project window into the sidebar.
- Go to the Look Dev window (menu: **Window > Render Pipeline > Look Dev**) and drag your Environment Library from your Project window into the sidebar.
- In your Project window, click on your Environment Library Asset. Then, in the Inspector, click the **Open in LookDev window** button.

If you already have environments in the Environment Library, you can see a list of them in the sidebar. When you click on any of the HDRI previews for an environment, a box appears at the bottom of the Environment Library list. This contains the selected environment's properties for you to edit.
Expand Down
2 changes: 1 addition & 1 deletion Documentation~/Look-Dev.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ You can load two different Assets into Look Dev at the same time and compare the

## Using Look Dev

To open Look Dev in the Unity Editor, select **Window > Rendering > Look Dev**. The first time you use Look Dev, you must either create a new [Environment Library](Look-Dev-Environment-Library.html) or load one. For information on how to create an Environment Library, see the [Environment Library documentation](Look-Dev-Environment-Library.html).
To open Look Dev in the Unity Editor, select **Window > Render Pipeline > Look Dev**. The first time you use Look Dev, you must either create a new [Environment Library](Look-Dev-Environment-Library.html) or load one. For information on how to create an Environment Library, see the [Environment Library documentation](Look-Dev-Environment-Library.html).

### Viewports

Expand Down
21 changes: 11 additions & 10 deletions Documentation~/TableOfContents.md
Original file line number Diff line number Diff line change
@@ -1,18 +1,19 @@
* [SRP Core](index.md)
* [What's new](whats-new.md)
* [12](whats-new-12.md)
* [SRP Core](index)

* Camera components
* [Free Camera](Free-Camera.md)
* [Camera Switcher](Camera-Switcher.md)
* [Free Camera](Free-Camera)
* [Camera Switcher](Camera-Switcher)

* [Render Graph](render-graph-system.md)
* [Benefits of the render graph system](render-graph-benefits.md)
* [Render graph fundamentals](render-graph-fundamentals.md)
* [Writing a Render Pipeline](render-graph-writing-a-render-pipeline.md)

* [RTHandle system](rthandle-system.md)
* [RTHandle fundamentals](rthandle-system-fundamentals.md)
* [Using the RTHandle system](rthandle-system-using.md)
* [Custom Material Inspector](custom-material-inspector.md)
* [Synchronizing shader code and C#](generating-shader-includes.md)
* [Look Dev](Look-Dev.md)
* [Environment Library](Look-Dev-Environment-Library.md)
* [View Lighting Tool](view-lighting-tool.md)


* [Look Dev](Look-Dev)

* [Environment Library](Look-Dev-Environment-Library)
28 changes: 0 additions & 28 deletions Documentation~/View-Lighting-Tool.md

This file was deleted.

50 changes: 0 additions & 50 deletions Documentation~/custom-material-inspector.md

This file was deleted.

44 changes: 0 additions & 44 deletions Documentation~/generating-shader-includes.md

This file was deleted.

4 changes: 2 additions & 2 deletions Documentation~/render-graph-benefits.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,12 +2,12 @@

## Efficient memory management

When you manage resource allocation manually, you have to account for scenarios when every rendering feature is active at the same time and thus allocate for the worst-case scenario. When particular rendering features are not active, the resources to process them are there, but the render pipeline does not use them. A render graph only allocates resources that the frame actually uses. This reduces the memory footprint of the render pipeline and means that there is no need to create complicated logic to handle resource allocation. Another benefit of efficient memory management is that, because a render graph can reuse resources efficiently, there are more resources available to create features for your render pipeline.
When you manage resource allocation manually, you have to account for when every rendering feature is active at the same time and thus allocate for the worst-case scenario. When particular rendering features are not active, the resources to process them are there, but the render pipeline just does not use them. Contrarily, a render graph only allocates resources that the frame actually uses. This reduces the memory footprint of the render pipeline and means that there is no need to create complicated logic to handle resource allocation. Another benefit of efficient memory management is that, since a render graph can reuse resources efficiently, there are more resources available to create features for your render pipeline.

## Automatic synchronization point generation

Asynchronous compute queues can run in parallel to the regular graphic workload and, as a result, may reduce the overall GPU time it takes to process a render pipeline. However, it can be difficult to manually define and maintain synchronization points between an asynchronous compute queue and the regular graphics queue. A render graph automates this process and, using the high-level declaration of the render pipeline, generates correct synchronization points between the compute and graphics queue.

## Maintainability

One of the most complex issues in render pipeline maintenance is the management of resources. Because a render graph manages resources internally, it makes it much easier to maintain your render pipeline. Using the RenderGraph API, you can write efficient self-contained rendering modules that declare their input and output explicitly and are able to plug in anywhere in a render pipeline.
One of the most complex issues when it comes to render pipeline maintenance is the management of resources. Since a render graph manages resources internally, it makes it much easier to maintain your render pipeline. Using the RenderGraph API, you can write efficient self-contained rendering modules that declare their input and output explicitly and are able to plug in anywhere in a render pipeline.
Loading

0 comments on commit 332d0c1

Please sign in to comment.