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Merge 8.x.x/hd/staging [Skip CI] (#141)
* [8.x.x Backport]Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6210) * Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * [8.x.x Backport] Update documentation to mention more explicitely the lack of support of vertex animation (#6204) * Update documentation to mention more explicitely the lack of support of vertex animation * Update Ray-Tracing-Getting-Started.md Co-authored-by: sebastienlagarde <[email protected]> * [8.x.x Backport] Make subsection in decal debug menu to specify "affect transparents" (#6202) * Make subsection in decal debug menu * changelog * Support cookie on light backing for Disc Area Light #6138 * Hdrp /lookdev/fix crash on adding volume as viewed game object #6129 * fixed changelog * Add smoothness remark (#6226) * Removed legacy VR code from HDRP #5923 * Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file #5895 * Improve light clipping and culling #2 #4711 * Hdrp/fix/decal material ui errors #6225 * Fix z-fighting in sceneview when scene lighting is off (#6213) * Do not override the depth state of transparent materials in RenderDebugView * Changelog * Changelog - add case number Co-authored-by: sebastienlagarde <[email protected]> * Update CHANGELOG.md * Mention default post processing in default volumes. (#6233) * Fix cubemap inspector so that thumbnail for cubemap work #6231 * - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6197) Co-authored-by: sebastienlagarde <[email protected]> * [Backport 8.x.x] Fix some typos in the debug menu (#6249) * Backport renaming * changelog * Added debug exposure to light hierarchy debug. (#6216) # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (#6254) * Clearer naming of tile and cluster categories for environment lights #6227 * Fix texture curve destroy (#6277) # Conflicts: # com.unity.render-pipelines.core/CHANGELOG.md * Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (#6270) * fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (#6266) * Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. #6235 * Add XR setting to control camera jitter for temporal effects #6259 * fix unreachable code in TextureXR.useTexArray (#6260) Co-authored-by: sebastienlagarde <[email protected]> * Deprecate Utilities namespace #6219 * Fix issue on thumbnail generation so that no error on new project and thumbnail are generated at first import #6265 * Update CHANGELOG.md * [8.x.x Backport] Partial fix LookDev opened when CoreRP package reimported (#6289) * Fix null texture usage happening on CoreRP upgrade * Partially fix garbage collected stylesheet issue. (Need more work on UIElement side, see case 1228706 ) * Update CHANGELOG.md * Clean log * [Backport 8.x.x] Hdrp/fix default volume switch (#6336) * Fixed an issue where default volume would not update when switching profile. * Fixed an issue when setting the default volume for the first time where the hdrp asset would not be dirtied * Changelog * [Backport 8.x.x] Fixed an issue where AO override would not override specular occlusion (#6339) * Manual cherry pick of 9162acb50898c948e35475bb1c0d58dbea4217b7 * Changelog Co-authored-by: sebastienlagarde <[email protected]> * [Backport 8.x.x] Fixed an issue where Volume inspector might not refresh correctly in some cases. (#6335) * Fixed an issue where Volume inspector might not refresh correctly in some cases. * changelog Co-authored-by: sebastienlagarde <[email protected]> * Hdrp/fix material baked emission #5392 * Fixed volume components lifespan in the clipboard #5869 * Hdrp/fix/particle light shadows #6111 * Bugfix: uncached reflection probe cameras were reseting the debug mode #6245 * Fix case in PBR sky where a camera below ground might invalidate result of a camera above #6272 * Hdrp/probe scale 1219246 (#6288) * Fix when scale down < 0 all direction of box Influence Volume * Update Change log * Update CHANGELOG.md * Split set rendering feature set and API validity check #6301 * Fix Render Texture with XR #6306 * Fix sRGB mismatch with XR SDK #6311 * Fix XR single-pass with Mock HMD plugin #6313 * Fix XR culling with multiple cameras #6314 * Add custom pass opaque rendering error message #6330 * Update Light-Component.md (#6332) * Update CHANGELOG.md * Update TextureCurve.cs * fix merge issue * Update CHANGELOG.md * - Fixed an issue related to the envlightdatasrt not being bound in recursive rendering. (#6410) * First pass of light loop optimizations (still single threaded) (#6367) (#6424) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Address review points * Add comment * changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Catch and handle NRefactory parser exceptions (#6392) Co-authored-by: vlad-andreev <[email protected]> * Avoid negative input to sqrt() (#6397) - The calculation of `k` is not numerically robust when done in FP16 and might generate a negative value. - This can be observed as rendering artifacts on Mali drivers newer than Bifrost/Valhall R21. - This commit fixes this by by clamping `k` to [0, inf] before the `sqrt()`. - On Mali-G77 the clamp compiles down to a free output modifier on the previous instruction, so there's no performance impact. * Refreshed the GUIDs for additional post processing data to avoid conflicts with PPv2 (#6394) * Added known issues page (#6447) * Platform/playstation #6380 * Shadow cascade tooltip fix (when using the metric mode) #6448 * Focus on Decal uses the extends of the projectors #6449 * [8.x.x Backport] Fixed how the area light influence volume is computed to match rasterization. (#6455) * - Fixed how the area light influence volume is computed to match rasterization. * Fix an issue with axis order Co-authored-by: sebastienlagarde <[email protected]> * Fixed usage of light size data that are not available at runtime. (#6490) * Changed the diffusion profile warning on the material to an info and changed the message to be more precise. (#6481) * Fix shadow tesselation culling (#6477) * Fix custom pass culling params * Fixed shadow tessellation culling * revert custom pass code * Add option to disable XR rendering on the camera settings #6372 * Move scene view camera settings to camera settings window #6390 * Corrected typo and changed links to .md (#6414) * Corrected typo and changed links to .md * Update Master-Node-Fabric.md * Hdrp /fix reset of HDAdditionalLightData #6453 * Fix null error when leaving debug menu #6467 * Hdrp /fix drag area width at left of light intensity #6471 * Fix issue with baked reflection probes constantly marked as dirty with auto-bake on #6473 * Fix custom pass depth copy #6484 * Hdrp /lookdev ui fixes #6491 * Expose a debug constant in ShaderLab to make HDRP/Unlit SRP Batcher compatible again. #6496 * fix unused leftover (#6497) * Fix custom pass test reference images (#6512) * [8.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6506) * - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). * Small fix to avoid text overlapping Co-authored-by: Remi Chapelain <[email protected]> * Fixed an usage of a a compute buffer not bound (1229964) (#27) Co-authored-by: Anis <[email protected]> * Removed wrongly serialized fields in StaticLightingSky (#6441) * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480 * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493 * Hdrp/docs/glossary f number (#6523) * Update Glossary.md * Update Glossary.md * path validation when creating new volume profile (#36) * Clamp probes compression factor to 0 #19 * [Backport 8.x.x] Fix various leaks in HDRP (#119) * Fixed a number of leak in HDRP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs * Update changelog * [8.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#115) * Follow references when unloading unneeded assets * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix MSAA resolve when there is no motion vectors * Fix issues causing planar probes to be broken with multiple cameras in the scene * Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. * Hdrp/fix/custom pass msaa rendering info * Added disocclusion and ghosting to the glossary (#75) * fix switch shader compilation (#111) * Update SceneViewDrawMode.cs (#118) * Fix culling of reflection probes that change position * Fix null reference when processing light probe * Fix black screen in XR when HDRP package is present but not used * [8.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#20) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: Sebastien Lagarde <[email protected]> * Added support for rasterized area light shadows in StackLit + slight refactor * fix Stacklit.hlsl after merge * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * Vfx/docs/bulk review continued (#78) * Reviewed Contexts and terminology. * Began reviewing Events * Added sticky notes doc and reviewed Events * Update Contexts.md * Formatted documentation. * Update Contexts.md Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: Tristan Genevet <[email protected]> * Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145) Co-authored-by: anisunity <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: skhiat <[email protected]> Co-authored-by: Remi Slysz <[email protected]> Co-authored-by: Fabien Houlmann <[email protected]> Co-authored-by: Evgenii Golubev <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: fredericv-unity3d <[email protected]> Co-authored-by: Thomas <[email protected]> Co-authored-by: JordanL8 <[email protected]> Co-authored-by: vlad-andreev <[email protected]> Co-authored-by: vlad-andreev <[email protected]> Co-authored-by: ChristianF-ARM <[email protected]> Co-authored-by: Tim Cannell <[email protected]> Co-authored-by: Jussi Knuuttila <[email protected]> Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: Anis <[email protected]> Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: Tristan Genevet <[email protected]>
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com.unity.render-pipelines.core/Runtime/Common/ComponentSingleton.cs

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@@ -20,13 +20,26 @@ public static TType instance
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{
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if (s_Instance == null)
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{
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GameObject go = new GameObject("Default " + typeof(TType)) { hideFlags = HideFlags.HideAndDontSave };
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GameObject go = new GameObject("Default " + typeof(TType).Name) { hideFlags = HideFlags.HideAndDontSave };
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go.SetActive(false);
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s_Instance = go.AddComponent<TType>();
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}
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return s_Instance;
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}
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}
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/// <summary>
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/// Release the component singleton.
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/// </summary>
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public static void Release()
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{
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if (s_Instance != null)
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{
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var go = s_Instance.gameObject;
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CoreUtils.Destroy(go);
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s_Instance = null;
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}
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}
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}
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}

com.unity.render-pipelines.core/Runtime/Utilities/BitArray.cs

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/// </summary>
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public interface IBitArray
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{
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/// <summary>Number of elements in the bit array.</summary>
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/// <summary>Gets the capacity of this BitArray. This is the number of bits that are usable.</summary>
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uint capacity { get; }
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/// <summary>True if all bits are 0.</summary>
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/// <summary>Return `true` if all the bits of this BitArray are set to 0. Returns `false` otherwise.</summary>
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bool allFalse { get; }
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/// <summary>True if all bits are 1.</summary>
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/// <summary>Return `true` if all the bits of this BitArray are set to 1. Returns `false` otherwise.</summary>
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bool allTrue { get; }
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/// <summary>
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/// Returns the state of the bit at a specific index.
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/// An indexer that allows access to the bit at a given index. This provides both read and write access.
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/// </summary>
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/// <param name="index">Index of the bit.</param>
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/// <returns>State of the bit at the provided index.</returns>
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bool this[uint index] { get; set; }
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/// <summary>Returns the bit array in a human readable form.</summary>
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/// <summary>Writes the bits in the array in a human-readable form. This is as a string of 0s and 1s packed by 8 bits. This is useful for debugging.</summary>
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string humanizedData { get; }
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/// <summary>
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/// Bit-wise And operation.
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/// Perform an AND bitwise operation between this BitArray and the one you pass into the function and return the result. Both BitArrays must have the same capacity. This will not change current BitArray values.
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/// </summary>
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/// <param name="other">Bit array with which to the And operation.</param>
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/// <param name="other">BitArray with which to the And operation.</param>
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IBitArray BitAnd(IBitArray other);
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/// <summary>
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/// Bit-wise Or operation.
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/// Perform an OR bitwise operation between this BitArray and the one you pass into the function and return the result. Both BitArrays must have the same capacity. This will not change current BitArray values.
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/// </summary>
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/// <param name="other">Bit array with which to the Or operation.</param>
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/// <param name="other">BitArray with which to the Or operation.</param>
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IBitArray BitOr(IBitArray other);
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/// <summary>
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/// Invert the bit array.
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/// Return the BitArray with every bit inverted.
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/// </summary>
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IBitArray BitNot();

com.unity.render-pipelines.high-definition/CHANGELOG.md

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### Added
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- Add XR setting to control camera jitter for temporal effects #6259
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- Added an error message in the DrawRenderers custom pass when rendering opaque objects with an HDRP asset in DeferredOnly mode.
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- Added support for specular AA from geometric curvature in AxF
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- Added support for baked AO (no input for now) in AxF
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- Added an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA.
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- Added support for rasterized area light shadows in StackLit
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### Fixed
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- Fixed an issue where a dynamic sky changing any frame may not update the ambient probe.
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- Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor.
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- Fixed path validation when creating new volume profile (case 1229933)
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- Fix for range compression factor for probes going negative (now clamped to positive values).
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- Fixed various object leaks in HDRP.
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- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996)
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- Fixed MSAA depth resolve when there is no motion vectors
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- Fix issue causing wrong planar reflection rendering when more than one camera is present.
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- Fixed culling of planar reflection probes that change position (case 1218651)
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- Fixed null reference when processing lightprobe (case 1235285)
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- Fix black screen in XR when HDRP package is present but not used.
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### Changed
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- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.
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- Fixed an issue with refraction model and ray traced recursive rendering (case 1198578).
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- Fixed cubemap thumbnail generation at project load time.
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- Half fixed shuriken particle light that cast shadows (only the first one will be correct)
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- Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).
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- Renamed the cubemap used for diffuse convolution to a more explicit name for the memory profiler.
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- Fixed an issue with MipRatio debug mode showing _DebugMatCapTexture not being set.
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- Fixed missing initialization of input params in Blit for VR.
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- Fix Inf source in LTC for area lights.
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<<<<<<< HEAD
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=======
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- Fix issue with AO being misaligned when multiple view are visible.
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- Fix issue that caused the clamp of camera rotation motion for motion blur to be ineffective.
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- Fixed issue with AssetPostprocessors dependencies causing models to be imported twice when upgrading the package version.
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- Fixed culling of lights with XR SDK
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- Fixed memory stomp in shadow caching code, leading to overflow of Shadow request array and runtime errors.
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- Fixed an issue related to transparent objects reading the ray traced indirect diffuse buffer
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- Fixed an issue with filtering ray traced area lights when the intensity is high or there is an exposure.
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- Fixed ill-formed include path in Depth Of Field shader.
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- Fixed shader graph and ray tracing after the shader target PR.
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- Fixed a bug in semi-transparent shadows (object further than the light casting shadows)
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- Fix state enabled of default volume profile when in package.
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- Fixed removal of MeshRenderer and MeshFilter on adding Light component.
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- Fixed Ray Traced SubSurface Scattering not working with ray traced area lights
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- Fixed Ray Traced SubSurface Scattering not working in forward mode.
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- Fixed a bug in debug light volumes.
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- Fixed a bug related to ray traced area light shadow history.
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- Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap.
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- Fixed a leak in the PBR sky renderer.
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- Added a tooltip to the Ambient Mode parameter in the Visual Envionment volume component.
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- Static lighting sky now takes the default volume into account (this fixes discrepancies between baked and realtime lighting).
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- Fixed a leak in the sky system.
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- Removed MSAA Buffers allocation when lit shader mode is set to "deferred only".
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- Fixed invalid cast for realtime reflection probes (case 1220504)
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- Fixed invalid game view rendering when disabling all cameras in the scene (case 1105163)
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- Hide reflection probes in the renderer components.
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- Fixed infinite reload loop while displaying Light's Shadow's Link Light Layer in Inspector of Prefab Asset.
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- Fixed the culling was not disposed error in build log.
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- Fixed the cookie atlas size and planar atlas size being too big after an upgrade of the HDRP asset.
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- Fixed transparent SSR for shader graph.
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- Fixed an issue with emissive light meshes not being in the RAS.
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- Fixed DXR player build
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- Fixed the HDRP asset migration code not being called after an upgrade of the package
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- Fixed draw renderers custom pass out of bound exception
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- Fixed the PBR shader rendering in deferred
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- Fixed some typos in debug menu (case 1224594)
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- Fixed ray traced point and spot lights shadows not rejecting istory when semi-transparent or colored.
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- Fixed a warning due to StaticLightingSky when reloading domain in some cases.
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- Fixed the MaxLightCount being displayed when the light volume debug menu is on ColorAndEdge.
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- Fixed issue with unclear naming of debug menu for decals.
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- Fixed z-fighting in scene view when scene lighting is off (case 1203927)
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- Fixed issue that prevented cubemap thumbnails from rendering.
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- Fixed ray tracing with VR single-pass
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- Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer.
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- Fixed error in the console when switching shader to decal in the material UI.
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- Fixed an issue with refraction model and ray traced recursive rendering (case 1198578).
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- Fixed an issue where a dynamic sky changing any frame may not update the ambient probe.
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- Fixed cubemap thumbnail generation at project load time.
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- Fixed cubemap thumbnail generation at project load time.
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- Fixed XR culling with multiple cameras
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- Fixed XR single-pass with Mock HMD plugin
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- Fixed sRGB mismatch with XR SDK
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- Fixed an issue where default volume would not update when switching profile.
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- Fixed issue with uncached reflection probe cameras reseting the debug mode (case 1224601)
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- Fixed an issue where AO override would not override specular occlusion.
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- Fixed an issue where Volume inspector might not refresh correctly in some cases.
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- Fixed render texture with XR
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- Fixed issue with resources being accessed before initialization process has been performed completely.
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- Half fixed shuriken particle light that cast shadows (only the first one will be correct)
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- Fixed issue with atmospheric fog turning black if a planar reflection probe is placed below ground level. (case 1226588)
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- Fixed custom pass GC alloc issue in CustomPassVolume.GetActiveVolumes().
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- Fixed a bug where instanced shadergraph shaders wouldn't compile on PS4.
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- Fixed an issue related to the envlightdatasrt not being bound in recursive rendering.
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- Fixed shadow cascade tooltip when using the metric mode (case 1229232)
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- Fixed how the area light influence volume is computed to match rasterization.
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- Focus on Decal uses the extends of the projectors
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- Fixed usage of light size data that are not available at runtime.
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- Fixed the depth buffer copy made before custom pass after opaque and normal injection point.
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- Fix for issue that prevented scene from being completely saved when baked reflection probes are present and lighting is set to auto generate.
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- Fixed drag area width at left of Light's intensity field in Inspector.
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- Fixed light type resolution when performing a reset on HDAdditionalLightData (case 1220931)
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- Fixed reliance on atan2 undefined behavior in motion vector debug shader.
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- Fixed an usage of a a compute buffer not bound (1229964)
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- Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor.
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- Fix issues in the post process system with RenderTexture being invalid in some cases, causing rendering problems.
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- Fixed an issue where unncessarily serialized members in StaticLightingSky component would change each time the scene is changed.
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- Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).
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- Fixed a regression in the ray traced indirect diffuse due to the new probe system.
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- Fix for range compression factor for probes going negative (now clamped to positive values).
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- Fixed path validation when creating new volume profile (case 1229933)
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- Fix reflection hierarchy for CARPAINT in AxF.
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- Fix precise fresnel for delta lights for SVBRDF in AxF.
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- Fixed the debug exposure mode for display sky reflection and debug view baked lighting
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- Fixed MSAA depth resolve when there is no motion vectors
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- Fixed various object leaks in HDRP.
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- Fixed compile error with XR SubsystemManager.
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- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996)
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- Fixed culling of planar reflection probes that change position (case 1218651)
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- Fixed null reference when processing lightprobe (case 1235285)
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- Fix issue causing wrong planar reflection rendering when more than one camera is present.
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>>>>>>> 5dea391dea... Fix issues causing planar probes to be broken with multiple cameras in the scene (#4)
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### Changed
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- Hide unused LOD settings in Quality Settings legacy window.

com.unity.render-pipelines.high-definition/Documentation~/Glossary.md

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#### punctual lights:
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A light is considered to be punctual if it emits light from a single point. HDRPs Spot and Point Lights are punctual.
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## Rendering Artifacts
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<a name="Disocclusion"></a>
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#### disocclusion
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A rendering artifact that describes the situation where a GameObject that was previously occluded becomes visible.
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<a name="Ghosting"></a>
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#### ghosting
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A rendering artifact that describes the situation where a moving GameObject leaves a trail of pixels behind it.

com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md

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### **Shadows**
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Use this section to adjust the Shadows cast by this Light. Note that Area Lights can't currently cast shadows for GameObjects that use a **StackLit** Material.
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Use this section to adjust the Shadows cast by this Light.
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Unity exposes extra properties in this section depending on the **Mode** you set in the [General](#GeneralProperties) section. Unity also exposes extra properties depending on the **Filtering Quality** set in your Unity Project’s [HDRP Asset](HDRP-Asset.html).
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com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md

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After HDRP captures a shadow map, it processes filtering on the map in order to decrease the aliasing effect that occurs on low resolution shadow maps. Different filters affect the perceived sharpness of shadows.
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To change which filter HDRP uses, change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). There are currently four filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities).
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To change which filter HDRP uses, the method depends on which filter quality you want to use and whether your HDRP Project uses [forward or deferred rendering](Forward-And-Deferred-Rendering.md).
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Currently, if you want to use **High** quality (PCSS) filtering in [deferred](Forward-And-Deferred-Rendering.html) mode, you need to enable it in the [HDRP Config package](HDRP-Config-Package.html). For information on how to do this, see the [Example section](HDRP-Config-Package.html#Example) of the Config package documentation.
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* **Forward rendering**: Change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). This method works for every filter quality. There are currently three filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities).
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* **Deferred rendering**: For **Low** and **Medium** filter qualities, use the same method as forward rendering. If you want to use **High** quality (PCSS) filtering, you need to enable it in the [HDRP Config package](HDRP-Config-Package.html). For information on how to do this, see the [Example section](HDRP-Config-Package.html#Example) of the Config package documentation.
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## Shadowmasks
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com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs

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Original file line numberDiff line numberDiff line change
@@ -55,13 +55,13 @@ static void OnShaderGraphSaved(Shader shader, object saveContext)
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// Free the materials every 200 iterations, on big project loading all materials in memory can lead to a crash
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if ((i % 200 == 0) && i != 0)
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EditorUtility.UnloadUnusedAssetsImmediate(false);
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EditorUtility.UnloadUnusedAssetsImmediate(true);
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}
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}
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finally
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{
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EditorUtility.ClearProgressBar();
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EditorUtility.UnloadUnusedAssetsImmediate(false);
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EditorUtility.UnloadUnusedAssetsImmediate(true);
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}
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}
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}

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