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Internal/2023.1/staging #7963

Merged
merged 28 commits into from
Sep 26, 2023
Merged

Internal/2023.1/staging #7963

merged 28 commits into from
Sep 26, 2023

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UnityAljosha
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volkan-unity and others added 28 commits August 31, 2023 16:17
Backport of [[Terrain] Detail Mesh Motion Vector Workaround](https://github.cds.internal.unity3d.com/unity/unity/pull/26691)

Tried cherry-picking the trunk changes from @lukas-taparauskas 's PR https://github.cds.internal.unity3d.com/unity/unity/pull/26137 but URP_Foundation MV tests are broken without the rest of the work in https://github.cds.internal.unity3d.com/unity/unity/pull/26137

Need to move on with the fix, so disabled the URP_Terrain test for terrain detail mesh MVs because the dependency PR [[URP] Remove object motion vector fallback shader usage](https://github.cds.internal.unity3d.com/unity/unity/pull/26137) won't be merged soon.

This PR fixes the issue reported in demo project

![image](https://media.github.cds.internal.unity3d.com/user/5527/files/a611f8a5-9351-45fd-9f40-8350d0c6d923)

![image](https://media.github.cds.internal.unity3d.com/user/5527/files/5a3a125c-0a9f-4233-90ba-9275db35dd8a)
…ect. (UUM-44741)

Fixes UUM-44741.
The issue was that the property for getting rendering layers didn't update until the user clicked on a renderer in a scene. The fix is to make sure the property checks if it has been initialized when retrieving it.
Fix flicker seen in TAA Very High option. Flicker was caused by combination of R11G11B10f color source, YCoCg color space and history correction using central clipping.
…nderer Feature (UUM-45664)

Backport of #35203
Fixes UUM-45664.
Adds a null check for renderer features to avoid NullReferenceException when a feature has a missing/broken script.
-Purpose is to backport a fix to the following issue [UUM-46851](https://jira.unity3d.com/browse/UUM-46851) to 2023.1
JIRA ticket: https://jira.unity3d.com/browse/UUM-45694

This one is really tricky and weird. C.f the JIRA ticket for more information.

It looks like in Unity `23.1`, there was many changes in the RenderPipeline and SRP core code. The assumption that the `Standalone Profiler` is using the Built-in pipeline is not always true anymore, since it's using HDRP in this version.

Basically, the added checks verifies if the resources were successfully created. It's never true in weird context, like the Standalone Profiler, since it's a total new process. The code avoids the Wizard window to pop in those weird context. It also makes a lot of sense, since without the global settings, the Wizard content is empty and partly useless, like on this screenshot: 

![image](https://media.github.cds.internal.unity3d.com/user/1911/files/002bae23-e560-4898-959c-5569a31470ed)

This PR could also be added in the latest Trunk version if you think this safety check definitely makes sense.
gathering of PRs

Fixed: [HDRP] realtime Reflection probe makes volumetrics clouds wind stop (#30226)
Fix water editor no pipeline (#31761)
Fix refraction preview (#31797)
Use floats for min and max nits (#31990)
Only enable hdr at startup (#31988)
Graphics/hd/uum40657 (#31967) 
Fix GraphicsBuffer Leak in APV Binding Code (#31887)
Re-Enable HDR output on Mac (#33640)
Fix a potential crash in the fog rendering. This can happen when the DrawIndirect issued by the Local Volumetric Fog components are queued by Unity and dispatched a bit later. In such case, HDRP fog volume culling result differs from the number of rendered volumes, which leads to certain volumes using non-initialized data inside the indirect argument buffer (resulting in a  crash or hang).
Fill GBuffer data for ComplexLit and Unlit shaders in deferred rendering path so that the GBuffer is "full" and can be reused for secondary effects. 
ComplexLit and Unlit are stenciled out to skip the deferred lighting pass. ComplexLit is a forward lit shader.
…d+ (UUM-44032)

Backport of #35565 
Fixes UUM-44032.
The problem is that the Reflection Manager was not taking in to account the update mode of the probe.
gathering of PRs

Add description about hdrp asset setting (#33821)
Fix renderqueue propagation (#33817) 
Add error when the rendering layer mask name list is empty (#33824)
Fixed an issue where an async pass would try to sync to a culled pass mistakenly, causing a Render Graph error. (#33843)
Fix setup of displacement materials (UUM-44723) (#33964)
Allow mixed tracing SSR for transparent (#33854) 
Fix volume component editor code example (#34024)
Fix ShaderGraph Decal material by using world space position (#33919) 
[HDRP] Fix Scaling Inconsistency with Fullscreen World Space Position Debug View (#35116)
Add checkerboard terrain layer to fix standalone test output in PR #33854
Fix sharpening pass writing red to the alpha channel (UUM-44448) (#33966)
Regular docs sync to main.
…ormat

Fixed crash on OSX due to buffer format
Fix what's new page images not link properly
Fixes UUM-40770, UUM-35031 and UUM-34852. Minor change to FullScreenRenderPass to make it compatible with PixelPerfectCamera
Fixes an issue where the LightProbeGroup inspector had a help box spilling over text. Mitigated it by removing an unnecessary linebreak and made the help box resizable.
…gSky

This PR fixes https://jira.unity3d.com/browse/UUM-45262

There is a race condition between StaticLightingSky.OnEnable() and VolumeComponent.OnEnable(). StaticLightingSky wants to use the VolumeComponents assuming that OnEnable() has been executed, and therefore the `parameters` array contains all VolumeParameters. Nothing guarantees this, so sometimes the order of OnEnable() calls is different and the array is empty. This PR fixes that by deferring initialization to next update if this is detected.

This issue doesn't occur starting 2023.2 because of large code refactors, so fixing this directly on 23.2 branch.
To fix an issue where composited overlapping shadowcasters can cause visual artifacts
Fixing a DLSS error in the Standalone Profiler console for Unity 2023.1 by backporting a PR that recently fixed it in 2023.2
…ndow preference

Jira: https://jira.unity3d.com/browse/UUM-26418

How to reproduce:
1. Open the user’s attached “ObjectSelectorTest.zip” project
2. Open “VFX.vfx” Visual Effects Graph
3. Press the select button of “Main Texture”
4. Observe the Search window

**Actual**
![](https://jira.unity3d.com/secure/attachment/679065/Actual.png)
**Expected**
![](https://jira.unity3d.com/secure/attachment/679066/Expected.png)
Expected result: Search Engine is classic
Actual result: Search Engine is advanced

Reproducible with: 13.1.1 (2022.1.0a16), 14.0.6 (2022.2.5f1), 15.0.4 (2023.1.0b2)
Not reproducible with: 10.10.1 (2020.3.44f1), 12.1.10 (2021.3.18f1), 13.1.0 (2022.1.0a15)

Reproduced on: macOS 12.4 (Intel)

Note: Search Engine is set in Preferences > Search > Search Engines > Object Selector
Adding stencil format parameter as not having this creates issues when trying to access stencil subelement of the depth buffer. fix for UUM-9701 and also required for Dynamic Scaling PR. 

Parent: https://jira.unity3d.com/browse/UUM-9701
Backport: https://jira.unity3d.com/browse/UUM-28948
…acking (UUM-49234)

Backport of #36198
Fixes UUM-49234.
Also verified against UUM-6763 & UUM-23148.
Backport replacement of the find missing docs + `upm-ci test` pipelines by the validate packages one, for several reasons:
- The new upm-pvp tool is more efficient than the old find missing docs exe fetched from the gfx-sdet-tools repo (+ removing the need for the external clone makes the job more self contained and reliable)
- The new pipeline doesn't rely on the editor priming, nor on the editor builder, making it much faster (essentially only static analysis now), which will be needed for the incoming yamato x-rev job reuse work.
- The new pipeline uses recent bokken images, needed for https://github.cds.internal.unity3d.com/unity/unity/pull/36283.

Includes all fixes that went into Neutron/LTS, including
- https://github.cds.internal.unity3d.com/unity/neutron/pull/1030
- https://github.cds.internal.unity3d.com/unity/unity/pull/32506

cc @sebastien for all HDRP fixes related to the shader includes checks (this is a new check on that branch so we need these fixes to land the PR).
@UnityAljosha UnityAljosha requested review from a team as code owners September 26, 2023 14:27
@UnityAljosha UnityAljosha requested a review from a team as a code owner September 26, 2023 14:27
@UnityAljosha UnityAljosha merged commit 60bbe63 into 2023.1/staging Sep 26, 2023
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