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sebastienlagardeanisunityremi-chapelainJulienIgnace-UnityJordanL8
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[7.x.x] Merge 7.x.x/hd/staging [Skip CI] (#551)
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507) * - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). * Small fix to avoid text overlapping too much Co-authored-by: Remi Chapelain <[email protected]> * Fixed an usage of a a compute buffer not bound (1229964) (#28) 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 * Update PostProcessSystem.cs * 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 * Clamp probes compression factor to 0 (#19) * path validation when creating new volume profile (#36) * [Backport 7.x.x] Fix various leaks in HDRP (#120) * Fixed a number of leak in HDRP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs * Update changelog * [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <[email protected]> * [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: sebastienlagarde <[email protected]> * d Fix MSAA resolve when there is no motion vectors #1 * Fix issues causing planar probes to be broken with multiple cameras in the scene #4 * Pospow and SG triplanar fix #40 * Hdrp/fix/custom pass msaa rendering info #42 * Added disocclusion and ghosting to the glossary (#75) * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * fix switch shader compilation (#111) * Update SceneViewDrawMode.cs (#118) * Fix culling of reflection probes that change position #121 * Fix null reference when processing light probe #131 * Fix black screen in XR when HDRP package is present but not used #137 * Fix default volume profile collapse #138 * Fix for white flash happening when changing lighting condition (like teleport) #140 * Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145) * Update AxF-Shader.md (#152) * Bind missing buffer #159 * [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs * Update changelog * Catch and handle NRefactory parser exceptions #6392 * [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * fix typo * fix typo 2 * Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284) * [7.x.x Backport] Fix pre/post pass sg properties #82 (#85) * Fix depth pre/post passes not correctly enabled when switching shaders on the material # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs # com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs # com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs * Hide prepass and postpass in the material UI # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs Co-authored-by: sebastienlagarde <[email protected]> * Fixed a performance issue with stochastic ray traced area shadows. (#306) Co-authored-by: sebastienlagarde <[email protected]> * [Backport 7.x.x] Updated raytracing async compute warning. (#304) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <[email protected]> * [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog * [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307) * Fixed an error about procedural sky being logged by mistake. * Update changelog Co-authored-by: sebastienlagarde <[email protected]> * [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog * [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317) * render until ambient probe is ready * remove comment * changelog * [Backport 7.x.x] Fixed some gcalloc in the debug window (#464) * Fixed some GCAlloc in the debug window # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs * Update changelog * [Backport 7.x.x] Hdrp/small ui update (#466) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs # com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs * update changelog * [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482) * PBR Sky renderer now shares its internal precomputation table between different instances. # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs * Doc update * Update changelog * [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs * Update changelog * [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs * Update changelog * Changed UI name, tooltip, and doc for maximum decals on screen (#232) Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/ * Update Custom-Post-Process.md (#233) * Update HDRP-Features.md (#235) * Hdrp/reflection probe scale perf #252 * HD: Switch to 1920x1080 default standalone resolution (#279) Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res (moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo) * Makes sure quaternion is normalized and valid before converting to ma… #331 * Fix cookie srgb #297 * Updated forward and deferred rendering definitions (#350) * Update Forward-And-Deferred-Rendering.md * Update Forward-And-Deferred-Rendering.md * Update Light-Component.md (#357) * Hd/add layer modification on generated emissive mesh for area light #364 * Update Look-Dev-Environment-Library.md (#365) * Update Volumetric-Lighting.md (#402) Fixes https://fogbugz.unity3d.com/f/cases/1238592 * Hd/fix nullref while removing decal component #416 * Fix issue with Uber Post process shader when alpha is enabled #422 * Fix the bug (#430) * Fix issue causing not all baked reflection probes to be deleted #441 * Updated Decal Projector doc (#477) Updated Limitations section and added a disclaimer about decal shader stripping. * Look Dev docs refactor 2 #484 * [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix Motion Vectors written by transparent when rendering with MSAA #315 * Fix issue with the resolve of motion vectors (#421) * fix issue with ShowPrePassAndPostPass * fix compilation issue in rendergraph * Fixed null reference exception in LookDev when setting the SRP to None #447 * Check reflection probe null pointer before use. (case 1244047) #456 * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Fix few multi-editing issues with Emission UI #473 * Re-enable cubemap thumbnail gen only for d3d11 #487 * Hd/fix undo environmentlibrary lookdev #490 * Added system requirements and frame settings api docs (#510) * Added system requirements and frame settings api doc * Update System-Requirements.md Co-authored-by: sebastienlagarde <[email protected]> * hide exposure compensation for fixed exposure (#535) * hide exposure compensation for fixed exposure * Update PostProcessSystem.cs * [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522 * Use path relative to package for depth of field #523 * Fix taaFrameIndex and restore TAA tests for XR #534 * Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538) * fix DXR manifest * update reference screenshots * Clone in the Asset folder when the original volume profile is in a re… #508 * Add support for batchmode (#542) * Update Reflection-Probes-Intro.md (#548) Co-authored-by: anisunity <[email protected]> Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: Anis <[email protected]> Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: JordanL8 <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: Remi Slysz <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Fabien Houlmann <[email protected]> Co-authored-by: victor <[email protected]> Co-authored-by: fredericv-unity3d <[email protected]> Co-authored-by: Aras Pranckevičius <[email protected]> Co-authored-by: Emmanuel Turquin <[email protected]> Co-authored-by: skhiat <[email protected]>
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com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs

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using System.IO;
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using UnityEditor.PackageManager;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Rendering;
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namespace UnityEditor.Rendering
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// Duplicate the currently assigned profile and save it as a new profile
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var origin = profileRef;
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var path = AssetDatabase.GetAssetPath(m_Profile.objectReferenceValue);
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path = AssetDatabase.GenerateUniqueAssetPath(path);
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path = IsAssetInReadOnlyPackage(path)
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// We may be in a read only package, in that case we need to clone the volume profile in an
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// editable area, such as the root of the project.
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? AssetDatabase.GenerateUniqueAssetPath(Path.Combine("Assets", Path.GetFileName(path)))
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// Otherwise, duplicate next to original asset.
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: AssetDatabase.GenerateUniqueAssetPath(path);
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var asset = Instantiate(origin);
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asset.components.Clear();
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serializedObject.ApplyModifiedProperties();
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}
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static bool IsAssetInReadOnlyPackage(string path)
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{
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Assert.IsNotNull(path);
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var info = PackageManager.PackageInfo.FindForAssetPath(path);
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return info != null && (info.source != PackageSource.Local && info.source != PackageSource.Embedded);
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}
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}
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}

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

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@@ -91,6 +91,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed Microshadow not working correctly in deferred with LightLayers
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- Tentative fix for missing include in depth of field shaders.
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- Fix an issue in reading the gbuffer for ray traced subsurface scattering (case 1248358).
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- Cloned volume profile from read only assets are created in the root of the project. (case 1154961)
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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.

com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probes-Intro.md

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@@ -11,4 +11,6 @@ The High Definition Render Pipeline (HDRP) allows you to use two different Refle
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To create a **Reflection Probe** in the Unity Editor, select **GameObject > Light > Reflection Probe** or **Planar Reflection Probe**.
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You can customize the behavior of a Reflection Probe in the Inspector. Both types of HDRP Reflection Probe are separate components, but share many of the same properties. For information on each Reflection Probe’s properties, see the [Reflection Probe](Reflection-Probe.html) and [Planar Reflection Probe](Planar-Reflection-Probe.html) documentation.
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You can customize the behavior of a Reflection Probe in the Inspector. Both types of HDRP Reflection Probe are separate components, but share many of the same properties. For information on each Reflection Probe’s properties, see the [Reflection Probe](Reflection-Probe.html) and [Planar Reflection Probe](Planar-Reflection-Probe.html) documentation.
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To make sure HDRP does not apply post-processing effects twice, once in a Reflection Probe's capture and once in a Camera's capture of the reflection, HDRP does not apply post-processing to the Reflection Probe capture.

com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs

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{
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string commandLineOptions = System.Environment.CommandLine;
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bool inTestSuite = commandLineOptions.Contains("-testResults");
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if (!inTestSuite && fileExist)
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if (!inTestSuite && fileExist && !Application.isBatchMode)
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{
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EditorUtility.DisplayDialog("HDRP Material upgrade", "The Materials in your Project were created using an older version of the High Definition Render Pipeline (HDRP)." +
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" Unity must upgrade them to be compatible with your current version of HDRP. \n" +

com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs

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}
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// Prompt a warning if we find 0 HDRP Assets.
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if (_hdrpAssets.Count == 0)
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if (_hdrpAssets.Count == 0 && !Application.isBatchMode)
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{
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if (EditorUtility.DisplayDialog("HDRP Asset missing", "No HDRP Asset has been set in the Graphic Settings, and no potential used in the build HDRP Asset has been found. If you want to continue compiling, this might lead to VERY long compilation time.", "Ok", "Cancel"))
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throw new UnityEditor.Build.BuildFailedException("Build canceled");
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throw new UnityEditor.Build.BuildFailedException("Build canceled");
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}
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else
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{
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Debug.LogWarning("There is no HDRP Asset provided in GraphicsSettings. Build time can be extremely long without it.");
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}
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/*
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Debug.Log(string.Format("{0} HDRP assets in build:{1}",

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