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Releases: needle-mirror/com.unity.render-pipelines.core

10.10.1

13 Oct 13:09
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[10.10.1] - 2022-08-29

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10.10.0

14 Jul 12:05
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[10.10.0] - 2022-06-28

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10.8.1

21 Dec 12:05
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[10.8.1] - 2021-12-16

Version Updated
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10.9.0

12 Apr 16:06
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[10.9.0] - 2021-12-06

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

12.1.0/Unity-2021.2.0b16

23 Oct 10:52
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[12.1.0] - 2021-09-23

Fixed

  • Fixed black pixel issue in AMD FidelityFX RCAS implementation
  • Fixed a critical issue on android devices & lens flares. Accidentally creating a 16 bit texture was causing gpus not supporting them to fail.

13.0.0/Unity-2022.1.0a12

23 Oct 11:43
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[13.0.0] - 2021-09-01

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

Added

  • New IVolumeDebugSettings interface and VolumeDebugSettings<T> class that stores the information for the Volumes Debug Panel.
  • Added AMD FidelityFX shaders which were originally in HDRP

Fixed

  • Fixed black pixel issue in AMD FidelityFX RCAS implementation

12.0.0/Unity-2021.2.0b15

23 Oct 10:43
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[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.

12.0.0/Unity-2021.2.0b14

23 Oct 10:40
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[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

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).

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.

11.0.0/Unity-2021.1.24f1

22 Oct 10:14
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[11.0.0] - 2020-10-21

Added

  • Support for the PlayStation 5 platform has been added.
  • Support for the XboxSeries platform has been added.
  • 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.

Fixed

  • Fixed the default background color for previews to use the original color.
  • Fixed a bug in FreeCamera which would only provide a speed boost for the first frame when pressing the Shfit key.
  • 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 missing warning UI about Projector component being unsupported (case 1300327).
  • Fixed the display name of a Volume Parameter when is defined the attribute InspectorName
  • Fixed ACES tonemaping on mobile platforms by forcing some shader color conversion functions to full float precision.
  • Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP
  • Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on
  • Fixed ACES filter artefact due to half floating point error on some mobile platforms.

13.0.0/Unity-2022.1.0a11

23 Oct 11:33
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[13.0.0] - 2021-09-01

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