You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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]>
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs
+4-5Lines changed: 4 additions & 5 deletions
Original file line number
Diff line number
Diff line change
@@ -29,6 +29,8 @@ static partial class Styles
29
29
staticpublicreadonlystringk_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.";
30
30
staticpublicreadonlystringk_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.";
31
31
staticpublicreadonlystringk_ShaderWarning="You must specify a composition graph to see an output from the compositor.";
0 commit comments