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## [10.10.0] - 2022-06-28

Version Updated
The version number for this package has increased due to a version update of a related graphics package.
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Unity Technologies committed Jun 28, 2022
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143 changes: 49 additions & 94 deletions CHANGELOG.md
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Expand Up @@ -4,111 +4,69 @@ 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
## [10.10.0] - 2022-06-28

Version Updated
The version number for this package has increased due to a version update of a related graphics package.

## [10.9.0] - 2021-12-06

### Improvements
- Reduced RenderGraph CPU overhead

## [10.8.0] - 2021-09-20

### Fixed
- Fixed potentially conflicting runtime Rendering Debugger UI command by adding an option to disable runtime UI altogether (1345783).
- Fixed issue when changing volume profiles at runtime with a script (case 1364256).
- Fixed XR support in CoreUtils.DrawFullscreen function.
- Fixed an issue causing Render Graph execution errors after a random amount of time.

## [10.7.0] - 2021-07-02

### Fixed
- Fixed Volume Gizmo size when rescaling parent GameObject

## [10.6.0] - 2021-04-29

### Fixed
- Fixed ACES filter artefact due to half floating point error on some mobile platforms.
- Fixed Explicit half precision not working even when Unified Shader Precision Model is enabled.
- Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode.
- Skip wind calculations for Speed Tree 8 when wind vector is zero (case 1343002)

## [10.5.0] - 2021-04-19

Version Updated
The version number for this package has increased due to a version update of a related graphics package.

## [10.4.0] - 2021-03-11

### Added
- Support for the PlayStation 5 platform has been added.
- Support for additional properties for Volume Components without custom editor
- Added VolumeComponentMenuForRenderPipelineAttribute to specify a volume component only for certain RenderPipelines.
- 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 utility class. Moved from HDRP to RP core.
- Added a realtime 2D texture atlas utility classes. Moved from HDRP to RP core.
- 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.
- New API functions with no side effects in DynamicResolutionHandler, to retrieve resolved drs scale and to apply DRS on a size.
- Added SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines.
- Adding documentation links to Light Sections
- Support for Lens Flare Data Driven (from images and Procedural shapes), on HDRP
- New SRPLensFlareData Asset
- Adding documentation links to Light Sections.
- Added sampling noise to probe volume sampling position to hide seams between subdivision levels.
- Added DebugUI.Foldout.isHeader property to allow creating full-width header foldouts in Rendering Debugger.
- Added DebugUI.Flags.IsHidden to allow conditional display of widgets in Rendering Debugger.
- Added "Expand/Collapse All" buttons to Rendering Debugger window menu.
- Added mouse & touch input support for Rendering Debugger runtime UI, and fix problems when InputSystem package is used.
- Add automatic spaces to enum display names used in Rendering Debugger and add support for InspectorNameAttribute.
- Adding new API functions inside DynamicResolutionHandler to get mip bias. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.
- Added a reminder if the data of probe volume might be obsolete.
- Added new API function inside DynamicResolutionHandler and new settings in GlobalDynamicResolutionSettings to control low res transparency thresholds. This should help visuals when the screen percentage is too low.
- Added common include file for meta pass functionality (case 1211436)
- Added OverridablePropertyScope (for VolumeComponentEditor child class only) to handle the Additional Property, the override checkbox and disable display and decorator attributes in one scope.
- Added IndentLevelScope (for VolumeComponentEditor child class only) to handle indentation of the field and the checkbox.
- Added class for drawing shadow cascades `UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades`.
- Added UNITY_PREV_MATRIX_M and UNITY_PREV_MATRIX_I_M shader macros to support instanced motion vector rendering

### Fixed
- Fixed missing warning UI about Projector component being unsupported (case 1300327).
- Fixed parameters order on inspectors for Volume Components without custom editor
- 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.
- When adding Overrides to the Volume Profile, only show Volume Components from the current Pipeline.
- Fixed assertion on compression of L1 coefficients for Probe Volume.
- Explicit half precision not working even when Unified Shader Precision Model is enabled.
- Fixed ACES filter artefact due to half float error on some mobile platforms.
- Fixed issue displaying a warning of different probe reference volume profiles even when they are equivalent.
- Fixed missing increment/decrement controls from DebugUIIntField & DebugUIUIntField widget prefabs.
- Fixed IES Importer related to new API on core.
- Fixed a large, visible stretch ratio in a LensFlare Image thumbnail.
- Fixed Undo from script refreshing thumbnail.
- Fixed cropped thumbnail for Image with non-uniform scale and rotation
- Skip wind calculations for Speed Tree 8 when wind vector is zero (case 1343002)
- Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode.
- Fixed alignment in Volume Components
- Virtual Texturing fallback texture sampling code correctly honors the enableGlobalMipBias when virtual texturing is disabled.
- Fixed LightAnchor too much error message, became a HelpBox on the Inspector.
- Fixed library function SurfaceGradientFromTriplanarProjection to match the mapping convention used in SampleUVMappingNormalInternal.hlsl and fix its description.
- Fixed Volume Gizmo size when rescaling parent GameObject
- Fixed rotation issue now all flare rotate on positive direction (1348570)
- Fixed error when change Lens Flare Element Count followed by undo (1346894)
- Fixed Lens Flare Thumbnails
- Fixed Lens Flare 'radialScreenAttenuationCurve invisible'
- Fixed Lens Flare rotation for Curve Distribution

### Changed
- Changed Window/Render Pipeline/Render Pipeline Debug to Window/Analysis/Rendering 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.
- 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.
- Platform ShaderLibrary API headers now have a new macro layer for 2d texture sampling macros. This layer starts with PLATFORM_SAMPLE2D definition, and it gives the possibility of injecting sampling behavior on a render pipeline level. For example: being able to a global mip bias for temporal upscalers.
- Update icon for IES, LightAnchor and LensFlare
- LensFlare (SRP) can be now disabled per element
- LensFlare (SRP) tooltips now refer to meters.
- Serialize the Probe Volume asset as binary to improve footprint on disk and loading speed.
- LensFlare Element editor now have Thumbnail preview
- Improved IntegrateLDCharlie() to use uniform stratified sampling for faster convergence towards the ground truth

## [11.0.0] - 2020-10-21
## [10.3.1] - 2021-01-26

### 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.
Version Updated
The version number for this package has increased due to a version update of a related graphics package.

## [10.3.0] - 2020-11-16

### 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.
- Support for the PlayStation 5 platform has been added.

### Fixed
- Fixed a bug in FreeCamera which would only provide a speed boost for the first frame when pressing the Shfit key.
- Fixed missing warning UI about Projector component being unsupported (case 1300327).

## [10.2.0] - 2020-10-19

Expand All @@ -124,7 +82,6 @@ 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 @@ -174,7 +131,6 @@ The version number for this package has increased due to a version update of a r
- Fix artifacts on Adreno 630 GPUs when using ACES Tonemapping
- Fixed a null ref in the volume component list when there is no volume components in the project.
- Fixed issue with volume manager trying to access a null volume.
- HLSL codegen will work with C# file using both the `GenerateHLSL` and C# 7 features.

### Changed
- Restored usage of ENABLE_VR to fix compilation errors on some platforms.
Expand All @@ -186,7 +142,6 @@ 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
2 changes: 1 addition & 1 deletion Documentation~/Camera-Switcher.md
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Expand Up @@ -6,4 +6,4 @@ The **CameraSwitcher** component allows you to define a List of Cameras in the S

| **Property** | **Description** |
| ------------ | ------------------------------------------------------------ |
| **Cameras** | Drag and drop GameObjects that have a Camera component attached to add them to this List of Cameras. The Debug Window can switch between the Cameras in this List. |
| **Cameras** | Drag and drop GameObjects that have a Camera component attached to add them to this List of Cameras. The Debug Window can switch between the Cameras in this List. |
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