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adrien-de-tocquevilleJulienIgnace-UnitysebastienlagardeFrancescoC-unitypmavridis
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Fixed side effect on styles during compositor rendering. (#3081)
* Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060) * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063) * Implement custom drawer for layer mask parameters (#3066) * Adding mixed light baking shadowmask test (#3052) * adding a shadow mask test * Update reference images * Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020) Co-authored-by: sebastienlagarde <[email protected]> * Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027) Co-authored-by: sebastienlagarde <[email protected]> * Changed the warning message for ray traced area shadows (case 1303410). (#3029) * - Changed the warning message for ray traced area shadows (case 1303410). * Adds approximation information about ray-traced area shadows Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Fixed side effect on styles during compositor rendering. * Update CHANGELOG.md * fix merge issue Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: anisunity <[email protected]> Co-authored-by: Lewis Jordan <[email protected]>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -13,6 +13,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed an issue with light intensity prefab override application not visible in the inspector (case 1299563).
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- Fixed Undo/Redo instability of light temperature.
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- Fixed label style in pbr sky editor.
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- Fixed side effect on styles during compositor rendering.
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### Changed
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- Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356).

com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.Styles.cs

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@@ -19,6 +19,7 @@ static internal class CompositorStyle
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internal static readonly int k_IconSize = 28;
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internal static readonly int k_HeaderFontSize = 14;
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internal static readonly int k_ListItemPading = 4;
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internal static readonly int k_ListItemStackPading = 20;
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internal static readonly float k_SingleLineHeight = EditorGUIUtility.singleLineHeight;

com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs

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@@ -29,6 +29,8 @@ static partial class Styles
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static public readonly string k_AlphaWarningPipeline = "The rendering pipeline was not configured to output an alpha channel. You can select a color buffer format that supports alpha in the HDRP quality settings.";
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static public readonly string k_AlphaWarningPost = "The post processing system was not configured to process the alpha channel. You can select a buffer format that supports alpha in the HDRP quality settings.";
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static public readonly string k_ShaderWarning = "You must specify a composition graph to see an output from the compositor.";
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static public readonly GUIStyle k_HeaderStyle = new GUIStyle(EditorStyles.helpBox) { fontSize = CompositorStyle.k_HeaderFontSize };
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}
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ReorderableList m_layerList;
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return;
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}
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var headerStyle = EditorStyles.helpBox;
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headerStyle.fontSize = 14;
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// Cache the serialized property fields
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if (m_IsEditorDirty || m_SerializedProperties == null)
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{
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.BeginVertical();
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EditorGUILayout.LabelField(Styles.k_RenderSchedule, headerStyle);
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EditorGUILayout.LabelField(Styles.k_RenderSchedule, Styles.k_HeaderStyle);
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m_layerList.DoLayoutList();
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EditorGUILayout.EndVertical();
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if (EditorGUI.EndChangeCheck())
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EditorGUI.BeginChangeCheck();
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if (m_layerList.index >= 0)
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{
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EditorGUILayout.LabelField(Styles.k_Properties, headerStyle);
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EditorGUILayout.LabelField(Styles.k_Properties, Styles.k_HeaderStyle);
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rectangle.y += EditorGUIUtility.singleLineHeight * 1.5f;
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rectangle.x += 5;

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