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com.unity.render-pipelines.core@9.0.0-preview.60
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## [9.0.0] - 2020-07-09

### Added
- Add rough version of ContextualMenuDispatcher to solve conflict amongst SRP.
- Add api documentation for TextureCombiner.
- Add tooltips in LookDev's toolbar.

### Fixed
- Fixed compile errors for platforms with no VR support
- Replaced reference to Lightweight Render Pipeline by Universal Render Pipeline in the package description
- Fixed LighProbes when using LookDev.
- Fix LookDev minimal window size.
- Fix object rotation at instentiation to keep the one in prefab or used in hierarchy.
- Fixed shader compile errors when trying to use tessellation shaders with PlayStation VR on PS4.
- Fixed shader compile errors about LODDitheringTransition not being supported in GLES2.
- Fix `WaveIsFirstLane()` to ignore helper lanes in fragment shaders on PS4.
- Fixed a bug where Unity would crash if you tried to remove a Camera component from a GameObject using the Inspector window, while other components dependended on the Camera component.
- Fixed errors due to the debug menu when enabling the new input system.
- Fix LookDev FPS manipulation in view
- Fix LookDev zoom being stuck when going near camera pivot position
- Fix LookDev manipulation in view non responsive if directly using an HDRI
- Fix LookDev behaviour when user delete the EnvironmentLibrary asset
- Fix LookDev SunPosition button position
- Fix LookDev EnvironmentLibrary tab when asset is deleted
- Fix LookDev used Cubemap when asset is deleted
- Fixed the definition of `rcp()` for GLES2.
- Fixed copy/pasting of Volume Components when loading a new scene
- Fix LookDev issue when adding a GameObject containing a Volume into the LookDev's view.
- Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file
- Fixed the texture curve being destroyed from another thread than main (case 1211754)
- Fixed unreachable code in TextureXR.useTexArray
- Fixed GC pressure caused by `VolumeParameter<T>.GetHashCode()`
- Fixed issue when LookDev window is opened and the CoreRP Package is updated to a newer version.
- Fix LookDev's camera button layout.
- Fix LookDev's layout vanishing on domain reload.
- Fixed issue with the shader TransformWorldToHClipDir function computing the wrong result.
- Fixed division by zero in `V_SmithJointGGX` function.
- Fixed null reference exception in LookDev when setting the SRP to one not implementing LookDev (case 1245086)
- Fix LookDev's undo/redo on EnvironmentLibrary (case 1234725)

### Changed
- Restored usage of ENABLE_VR to fix compilation errors on some platforms.
- Only call SetDirty on an object when actually modifying it in SRP updater utility
- Set depthSlice to -1 by default on SetRenderTarget() to clear all slices of Texture2DArray by default.
- ResourceReloader will now add additional InvalidImport check while it cannot load due to AssetDatabase not available.
- Replaced calls to deprecated PlayerSettings.virtualRealitySupported property.
- Enable RWTexture2D, RWTexture2DArray, RWTexture3D in gles 3.1
- 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)
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Unity Technologies committed Jul 9, 2020
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1 change: 1 addition & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -53,6 +53,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Enable RWTexture2D, RWTexture2DArray, RWTexture3D in gles 3.1
- 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)

## [7.1.1] - 2019-09-05

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7 changes: 7 additions & 0 deletions Editor/MaterialUpgrader.cs
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Expand Up @@ -361,6 +361,13 @@ public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, HashSe
}
}

// Upgrade terrain specifically since it is a builtin material
if (Terrain.activeTerrains.Length > 0)
{
Material terrainMat = Terrain.activeTerrain.materialTemplate;
Upgrade(terrainMat, upgraders, flags);
}

UnityEditor.EditorUtility.ClearProgressBar();
}

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4 changes: 3 additions & 1 deletion Runtime/Common/CommandBufferPool.cs
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Expand Up @@ -17,12 +17,14 @@ public static class CommandBufferPool
public static CommandBuffer Get()
{
var cmd = s_BufferPool.Get();
cmd.name = "Unnamed Command Buffer";
// Set to empty on purpose, does not create profiling markers.
cmd.name = "";
return cmd;
}

/// <summary>
/// Get a new Command Buffer and assign a name to it.
/// Named Command Buffers will add profiling makers implicitly for the buffer execution.
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
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7 changes: 7 additions & 0 deletions Runtime/Debugging/ProfilingScope.cs
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Expand Up @@ -234,6 +234,13 @@ public struct ProfilingScope : IDisposable
/// <param name="sampler">Profiling Sampler to be used for this scope.</param>
public ProfilingScope(CommandBuffer cmd, ProfilingSampler sampler)
{
// NOTE: Do not mix with named CommandBuffers.
// Currently there's an issue which results in mismatched markers.
// The named CommandBuffer will close its "profiling scope" on execution.
// That will orphan ProfilingScope markers as the named CommandBuffer marker
// is their "parent".
// Resulting in following pattern:
// exec(cmd.start, scope.start, cmd.end) and exec(cmd.start, scope.end, cmd.end)
m_Cmd = cmd;
m_Disposed = false;
m_Sampler = sampler;
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6 changes: 3 additions & 3 deletions package.json
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@@ -1,19 +1,19 @@
{
"name": "com.unity.render-pipelines.core",
"description": "SRP Core makes it easier to create or customize a Scriptable Render Pipeline (SRP). SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and shader libraries. The code in SRP Core is use by the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.",
"version": "9.0.0-preview.38",
"version": "9.0.0-preview.60",
"unity": "2020.1",
"unityRelease": "0b13",
"displayName": "Core RP Library",
"dependencies": {
"com.unity.ugui": "1.0.0"
},
"upmCi": {
"footprint": "7a557caca6c4f6242f106e912c194405f86bb120"
"footprint": "e95f36a29aeac75d1f15aef2244ec6d883b7a94b"
},
"repository": {
"url": "https://github.com/Unity-Technologies/Graphics.git",
"type": "git",
"revision": "4f2419e11b7e8c1ca6517d4b1fcc5769d6f1fc04"
"revision": "30727520cc865410e149433fbd815e8f9d18f413"
}
}

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