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Merge pull request #8019 from Unity-Technologies/internal/2022.3/staging
Internal/2022.3/staging
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Packages/com.unity.render-pipelines.core/CHANGELOG.md

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@@ -9,6 +9,14 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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Version Updated
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The version number for this package has increased due to a version update of a related graphics package.
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## [14.0.9] - 2023-12-21
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This version is compatible with Unity 2022.3.18f1.
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### Fixed
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- Avoid getting UnityEditor.SceneManagement.PrefabStage with reflection from the static ctor of CoreUtils.
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- Don't display help icon for VolumeComponents that don't have a valid Help URL defined.
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## [14.0.8] - 2023-09-27
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This version is compatible with Unity 2022.3.11f1.

Packages/com.unity.render-pipelines.core/package.json

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{
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"name": "com.unity.render-pipelines.core",
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"description": "SRP Core makes it easier to create or customize a Scriptable Render Pipeline (SRP). SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and shader libraries. The code in SRP Core is use by the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.",
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"version": "14.0.9",
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"version": "14.0.10",
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"unity": "2022.3",
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"displayName": "Core RP Library",
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"dependencies": {

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

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@@ -9,6 +9,13 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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Version Updated
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The version number for this package has increased due to a version update of a related graphics package.
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## [14.0.9] - 2023-12-21
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This version is compatible with Unity 2022.3.18f1.
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Version Updated
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The version number for this package has increased due to a version update of a related graphics package.
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## [14.0.8] - 2023-09-27
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This version is compatible with Unity 2022.3.11f1.
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{
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"name": "com.unity.render-pipelines.high-definition-config",
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"description": "Configuration files for the High Definition Render Pipeline.",
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"version": "14.0.9",
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"version": "14.0.10",
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"unity": "2022.3",
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"displayName": "High Definition RP Config",
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"dependencies": {
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"com.unity.render-pipelines.core": "14.0.9"
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"com.unity.render-pipelines.core": "14.0.10"
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}
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}

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

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The version number for this package has increased due to a version update of a related graphics package.
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## [14.0.9] - 2023-12-21
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This version is compatible with Unity 2022.3.18f1.
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### Changed
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- Added a warning to the HDRP Wizard if a users project contains materials that cant be upgraded.
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- Improved skyContext caching when the sky renderer changes.
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### Fixed
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- Allowed users to change the maximum amount of lights used in a local neighborhood in the HDRP path tracer through the shader config mechanism.
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- Fixed layered lit displacement.
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- Improved VolumetricSky caching and Reduced significantly memory allocation for scenes with multiple realtime reflection probes.
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- Gray out the UI of light cluster override and show the same message as path tracing if raytracing is disabled.
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- Fixed an issue where non directional light could react to "interact with sky" flag.
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- Fixed crash when cleaning up the reflection probe camera cache.
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- Fixed a SetData error when using more lights in a scene than the configured max light count settings.
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- Fixed blending between cascaded shadowmaps and shadowmask as well as cascades border ranges.
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- Fixed Turkish OS incorrectly deducing DLSS is not available.
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- Fixed an issue where Reflection Proxy Volume would cause artifacts to cover the editor on Apple Silicone devices.
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- Ensure documentation clearly lists lack of support for Box Lights in path tracing.
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- The lightShadowCasterMode property on Light now only affects shadow caster culling when baked lighting includes shadow mask, as intended.
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- Added in which space custom velocity should be computed.
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- Updated decal projector draw distances when global draw distance changes.
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- Added additional documentation for cached shadows of directional lights.
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- Fixed performance issue with reflection probe inspector.
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- Fixed XR SPI is not disabled after processing the render request.
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- Fixed potential leaks when using dynamic resolution and objects with refraction.
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- Corrected dynamic resolution settings for offscreen UI.
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- Added missing texture array global mip bias override for texture array grad samplers.
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- Fixed ShaderGraph being dirty when opened just after the creation of the asset.
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- Added index seed mode for path tracing to avoid "sticky" noise patterns when using path tracing in conjunction with Recorder.
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- Fixed time step of watersystem for recorder.
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- Fixed issues with hardware DRS on console (manifestation is usually bright qnan pixels on the right of the screen) when using half resolution transparent.
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- Fixed triplanar on alpha clipped geometry.
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- Flares now respect the cameras culling mask and the game objects layer (Occlusion and Rendering).
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- Optimize PBR sky precomputation and memory usage.
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- Fix Blackman-Harris filter for temporal AA.
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- Fix ShaderGraph with motion vectors enabled overwriting interpolators with previous frames data
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- Fixed inverted shadows from transparent objects in HDRP path tracer.
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- Fixed sentence in "Ray Tracing: Getting started" documentation
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- Fix Console errors with ReflectionProxyVolume component Gizmo
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- Fixed a culling result sharing issue between custom passes and the camera rendering them.
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- Increase HDRP's maximum cube reflection probes on screen
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- Fix exception thrown when running projects for an extended amount of time
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- Fixed post-processing when the LUT size is not a power of 2
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- Fix creating mirror Gameobject not being placed in prefab hierarchy
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- Fix Disk Light's property not being updated when changing it's radius using the gizmo in the scene.
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## [14.0.8] - 2023-09-27
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This version is compatible with Unity 2022.3.11f1.

Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs

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@@ -781,7 +781,15 @@ void CopyDepthBufferIfNeeded(RenderGraph renderGraph, HDCamera hdCamera, ref Pre
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using (var builder = renderGraph.AddRenderPass<CopyDepthPassData>("Copy depth buffer", out var passData, ProfilingSampler.Get(HDProfileId.CopyDepthBuffer)))
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{
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var depthMipchainSize = hdCamera.depthMipChainSize;
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passData.inputDepth = builder.ReadTexture(output.resolvedDepthBuffer);
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//HACK - HACK - HACK - Do not remove, please take a gpu capture and analyze the placement of fences.
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// Reason: The following issue occurs when Async compute for gpu light culling is enabled.
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// In vulkan, dx12 and consoles the first read of a texture always triggers a depth decompression
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// (in vulkan is seen as a vk event, in dx12 as a barrier, and in gnm as a straight up depth decompress compute job).
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// Unfortunately, the current render graph implementation only see's the current texture as a read since the abstraction doesnt go too low.
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// The GfxDevice has no context of passes so it can't put the barrier in the right spot... so for now hacking this by *assuming* this is the first read. :(
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passData.inputDepth = builder.ReadWriteTexture(output.resolvedDepthBuffer);
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//passData.inputDepth = builder.ReadTexture(output.resolvedDepthBuffer);
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passData.outputDepth = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(depthMipchainSize.x, depthMipchainSize.y, true, true)
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{ colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "CameraDepthBufferMipChain" }));

Packages/com.unity.render-pipelines.high-definition/package.json

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{
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"name": "com.unity.render-pipelines.high-definition",
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"description": "The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms. HDRP utilizes Physically-Based Lighting techniques, linear lighting, HDR lighting, and a configurable hybrid Tile/Cluster deferred/Forward lighting architecture and gives you the tools you need to create games, technical demos, animations, and more to a high graphical standard.",
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"version": "14.0.9",
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"version": "14.0.10",
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"unity": "2022.3",
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"displayName": "High Definition RP",
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"dependencies": {
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"com.unity.modules.animation": "1.0.0",
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"com.unity.modules.imageconversion": "1.0.0",
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"com.unity.modules.terrain": "1.0.0",
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"com.unity.render-pipelines.core": "14.0.9",
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"com.unity.shadergraph": "14.0.9",
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"com.unity.visualeffectgraph": "14.0.9",
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"com.unity.render-pipelines.high-definition-config": "14.0.9"
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"com.unity.render-pipelines.core": "14.0.10",
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"com.unity.shadergraph": "14.0.10",
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"com.unity.visualeffectgraph": "14.0.10",
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"com.unity.render-pipelines.high-definition-config": "14.0.10"
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},
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"keywords": [
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"graphics",

Packages/com.unity.render-pipelines.universal/CHANGELOG.md

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The version number for this package has increased due to a version update of a related graphics package.
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## [14.0.9] - 2023-12-21
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This version is compatible with Unity 2022.3.18f1.
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### Changed
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- Vulkan URP will use MSAA samples count fallback from player settings. Prior to this x2 fallback would have been to upgrade to x4.
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- Improved renderViewportScale for XR intermediate textures.
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- Improved runtime performance by adding checks for _ALPHATEST_ON when rendering depth, shadows and depth normals.
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### Fixed
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- Fixed per-vertex light layers.
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- Added workarounds for MSAA-specific visual artifacts on materials that use alpha clipping in unexpected ways.
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- Fixed an issue causing decals to be culled erroneously when using the Screen Space technique.
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- Fixed an issue where Rendering Layers didn't work properly when opening a project.
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- Disabled Motion Blur effect in EditMode to keep the game view clear while editing. Motion Blur works as before in PlayMode and standalone builds.
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- Fixed _WorldSpaceCameraPos is not set correctly in XR Multipass.
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- Fixed Color Grading Mode set to Low Dynamic Range on one camera in the stack despite HDR output active.
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- Fixed an issue where building a project using deferred with batchmode and nographics resulted in incorrect variant stripping.
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- Fixed an issue where Unlit shaders would not output correct normals when using deferred and Accurate GBuffer Normals.
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- Fixed HDR Debug Views break the native render pass when enabled once.
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- Updated the documentation to mention that the Screen Space decal technique does not support blending of normals when using the Deferred rendering path with Accurate G-Buffer Normals enabled. The Automatic decal technique now prefers the D-Buffer technique if Accurate G-Buffer Normals are enabled.
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- Fixed partially corrupted Android screen when Vulkan display rotation during rendering is enabled.
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- Use local random state for post-processing.
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- Fixed SH vertex evaluation mode in URPLit shader graph.
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- Fixed FXAA resulting in a too-dark image when using in combination with HDR output, and bilinear/nearest-neightbor upscaling.
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- Fixed an issue where screen space decals would not calculate ambient lighting correctly.
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- The Fullscreen Render Feature doesn't cause rendering layers to run in the depth normals prepass anymore.
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- Fixed an issue where Light Layers did not check scene lighting setting when enabling the keyword.
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## [14.0.8] - 2023-09-27
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This version is compatible with Unity 2022.3.11f1.

Packages/com.unity.render-pipelines.universal/ValidationExceptions.json

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"Exceptions": [
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{
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"ValidationTest": "Package Lifecycle Validation",
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"ExceptionError": "Package [email protected].9 depends on package [email protected] which is in an invalid track for release purposes. Release versions can only depend on Release versions.",
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"PackageVersion": "14.0.9"
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"ExceptionError": "Package [email protected].10 depends on package [email protected] which is in an invalid track for release purposes. Release versions can only depend on Release versions.",
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"PackageVersion": "14.0.10"
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},
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{
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"ValidationTest": "API Updater Configuration Validation",
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"PackageVersion": "14.0.9"
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"PackageVersion": "14.0.10"
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}
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]
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}

Packages/com.unity.render-pipelines.universal/package.json

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{
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"name": "com.unity.render-pipelines.universal",
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"description": "The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.",
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"version": "14.0.9",
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"version": "14.0.10",
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"unity": "2022.3",
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"displayName": "Universal RP",
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"dependencies": {
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"com.unity.mathematics": "1.2.1",
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"com.unity.burst": "1.8.9",
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"com.unity.render-pipelines.core": "14.0.9",
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"com.unity.shadergraph": "14.0.9",
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"com.unity.render-pipelines.universal-config": "14.0.9"
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"com.unity.render-pipelines.core": "14.0.10",
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"com.unity.shadergraph": "14.0.10",
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"com.unity.render-pipelines.universal-config": "14.0.9"
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},
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"keywords": [
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"graphics",

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