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com.unity.render-pipelines.core@12.0.0 in Unity 2021.2.0b15
## [12.0.0] - 2021-01-11 ### 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 helper for Volumes (Enable All Overrides, Disable All Overrides, Remove All Overrides). - 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. - 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 an option to change the visibilty of the Volumes Gizmos (Solid, Wireframe, Everything), available at Preferences > Core Render Pipeline - 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 - Added new API to customize the rtHandleProperties of a particular RTHandle. This is a temporary work around to assist with viewport setup of Custom post process when dealing with DLSS or TAAU - Added `IAdditionalData` interface to identify the additional datas on the core package. ### Fixed - Help boxes with fix buttons do not crop the label. - 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. - 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 - Fixed potentially conflicting runtime Rendering Debugger UI command by adding an option to disable runtime UI altogether (1345783). - Fixed Lens Flare position for celestial at very far camera distances. It now locks correctly into the celestial position regardless of camera distance (1363291) - Fixed issues caused by automatically added EventSystem component, required to support Rendering Debugger Runtime UI input. (1361901) - Fixed API to draw color temperature for Lights. ### Changed - Improved the warning messages for Volumes and their Colliders. - 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 - DynamicResolutionHandler.GetScaledSize function now clamps, and never allows to return a size greater than its input. - Removed DYNAMIC_RESOLUTION snippet on lens flare common shader. Its not necessary any more on HDRP, which simplifies the shader. - Made occlusion Radius for lens flares in directional lights, be independant of the camera's far plane.
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