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com.unity.render-pipelines.core@12.0.0 in Unity 2021.2.0a17
## [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`.
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# What's new in SRP Core version 12 / Unity 2021.2 | ||
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This page contains an overview of new features, improvements, and issues resolved in version 12 of the Core Render Pipeline package, embedded in Unity 2021.2. | ||
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## Improvements | ||
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### RTHandle System and MSAA | ||
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The RTHandle System no longer requires you to specify the number of MSAA samples at initialization time. This means that you can now set the number of samples on a per texture basis, rather than for the whole system. | ||
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In practice, this means that the initialization APIs no longer require MSAA related parameters. The `Alloc` functions have replaced the `enableMSAA` parameter and enables you to explicitly set the number of samples. |
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# What's new in SRP Core | ||
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This section contains information about changes to SRP Core. Each page contains a list of new features and, if relevant, a list of improvements and a list of resolved issues. | ||
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The list of pages is as follows: | ||
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- [12](whats-new-12.md) |
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namespace UnityEditor.Rendering | ||
{ | ||
/// <summary> | ||
/// Interface to be implemented by each pipeline to hold the <see cref="SerializedObject"/> for a Light Editor | ||
/// </summary> | ||
public interface ISerializedLight | ||
{ | ||
/// <summary>The base settings of the light</summary> | ||
LightEditor.Settings settings { get; } | ||
/// <summary>The light serialized</summary> | ||
SerializedObject serializedObject { get; } | ||
/// <summary>The additinal light data serialized</summary> | ||
SerializedObject serializedAdditionalDataObject { get; } | ||
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/// <summary>Light Intensity Property</summary> | ||
SerializedProperty intensity { get; } | ||
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/// <summary>Method that updates the <see cref="SerializedObject"/> of the Light and the Additional Light Data</summary> | ||
void Update(); | ||
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/// <summary>Method that applies the modified properties the <see cref="SerializedObject"/> of the Light and the Light Camera Data</summary> | ||
void Apply(); | ||
} | ||
} |
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...line/IOverrideCoreEditorResources.cs.meta → Editor/Lighting/ISerializedLight.cs.meta
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Editor/Lighting/ProbeVolume/InstancedProbeShader.shader.meta
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