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Internal/2022.3/staging #8051
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Internal/2022.3/staging #8051
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…ll updates - port of trunk PR https://github.cds.internal.unity3d.com/unity/unity/pull/42210 - only difference is in this [commit](https://github.cds.internal.unity3d.com/unity/unity/pull/42221/commits/14935adcd16f52a26e74fa8e0773cb5a94901e5c) JIRA: https://jira.unity3d.com/browse/DOCG-4931
UUM-65629. Restore random state.
The purpose of this PR is to land some of the missing backport for 2022.3. Here is a list of the backports: [UUM-29957](https://jira.unity3d.com/browse/UUM-29957) https://github.cds.internal.unity3d.com/unity/unity/pull/26271 [UUM-14679](https://jira.unity3d.com/browse/UUM-14679) https://github.cds.internal.unity3d.com/unity/unity/pull/27096 and https://github.cds.internal.unity3d.com/unity/unity/pull/41673 [UUM-36629](https://jira.unity3d.com/browse/UUM-36629) https://github.cds.internal.unity3d.com/unity/unity/pull/31998 [UUM-59428](https://jira.unity3d.com/browse/UUM-59428) https://github.cds.internal.unity3d.com/unity/unity/pull/43116 [UUM-61590](https://jira.unity3d.com/browse/UUM-61590) https://github.cds.internal.unity3d.com/unity/unity/pull/43221
This PR addresses the issue raised here: https://jira.unity3d.com/browse/XR-2400. Previously, `SetRenderPassAttachments` was called before enabling foveation, resulting in edge cases where render passes that expect to have foveation data may be initialized without it. This PR makes it so foveation is properly set before the `SetRenderPassAttachments` call is made. This aligns the behavior of the ScriptableRenderer with what is on trunk (Unity 2023). https://github.cds.internal.unity3d.com/unity/unity/blob/trunk/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs#L1667-L1669 There's no specific PR to backport as the state of trunk was a result of several unrelated changes. This change is needed because Unity 2022 is the current stable developer ecosystem for VisionOS
…der targets This is a backport of https://github.cds.internal.unity3d.com/unity/unity/pull/45253 With depth priming enabled, cameras with depth only render targets were getting no depth information rendered. https://jira.unity3d.com/browse/UUM-65523
Fix Motion Vector render pass render order. Motion Vector pass depends on the Copy Depth pass. Copy Depth pass is moveable (from UniversalRenderer). Motion Vector pass order now correctly follows the Copy Depth pass. Motion Vectors can now be rendered after Opaques, instead of always rendering after Transparents.
…der parameters Fixes UUM-66813. This is a partial backport of the changes done in #37298
Jira ticket: GFXRPF-209 - https://jira.unity3d.com/browse/GFXRPF-209 Create performance test project for LTS 2022. Port current Universal_PerformanceTests to execute the same performance metrics in 2022. The tests creates an artifact with the output images too. This is not a graphics tests, so the results between iterations will not be checked
This fix solves shader compilation issues in the 2022.3 stream, related to misuse of the ternary operator. https://jira.unity3d.com/browse/UUM-66199
Fix https://jira.unity3d.com/browse/UUM-65457 As reported by the user, the runtime DebugUI.Button OnAction callback was not connected to the OnClick event. Conneted the event in the prefab to fix the issue.
Backport fix for case [UUM-64593](https://jira.unity3d.com/browse/UUM-64593) Don't bind UnityPerMaterial cbuffer directly if the Renderer uses custom properties that can override some of the properties from UnityPerMaterial cbuffer. The code will use the slow path that sets uniforms from UnityPerMaterial one by one taking into account any override. Added new graphics test in HDRP_DXR_Tests suite - 4000_MaterialPropertyOverride
This PR addresses [UUM-66079](https://jira.unity3d.com/browse/UUM-66079), and partially reverts some changes made in #43938, since @MINGWAI found a use-case where the Culling Mask is still useful in Forward+. This change 1. edits the tooltip of the culling mask. 2. makes the Culling Mask always editable, regardless of Deferred, Forward, Forward+ etc. 3. If the culling mask is set to a non-default value, adds this info box to alleviate the source of lots of user confusion. <img width="600" alt="image" src="https://media.github.cds.internal.unity3d.com/user/2726/files/04898627-06ec-4271-b411-10f1006707ee">
This change updates URP's main Render() function to ensure that the RTHandle system's hardware dynamic resolution state remains consistent with URP's dynamic resolution logic. This prevents external code from creating mismatches between what URP expects to use from the useDynamicScale flag on RenderTextures, and what the RTHandle code actually uses. Prior to this change, a mismatch between these two values could occur which caused URP to re-create the RTHandles inside its color buffer system every frame (since the RenderTexture created by the RTHandle won't match URP's expected RenderTargetDescriptor).
Fix NaN issue in volumetric fog reprojection
…or Apple Vision Pro. Currently on the Apple Vision Pro if you enable MSAA in URP with Depth Texture Mode set to 'After Transaprents' you will get the following error on device: ``` A non-multisampled texture being bound to a multisampled sampler. Disabling in order to avoid undefined behavior. Please enable the bindMS flag on the texture. UnityEngine.Rendering.ScriptableRenderContext:Submit_Internal() UnityEngine.Rendering.ScriptableRenderContext:Submit() (at /Users/bokken/build/output/unity/unity/Runtime/Export/RenderPipeline/ScriptableRenderContext.cs:117) UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera(ScriptableRenderContext, CameraData&) (at ./Library/PackageCache/[email protected]/Runtime/UniversalRenderPipeline.cs:667) UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack(ScriptableRenderContext, Camera) (at ./Library/PackageCache/[email protected]/Runtime/UniversalRenderPipeline.cs:836) UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, List`1) (at ./Library/PackageCache/[email protected]/Runtime/UniversalRenderPipeline.cs:364) UnityEngine.Rendering.RenderPipeline:InternalRender(ScriptableRenderContext, List`1) (at /Users/bokken/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipeline.cs:52) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object) (at /Users/bokken/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipelineManager.cs:132) Unity.PolySpatial.Extensions.PolySpatialStereoFramebuffer:Update() (at /Users/ryan.goodrich/Developer/quantum/Packages/com.unity.polyspatial.extensions/Runtime/StereoRenderer/PolySpatialStereoFramebuffer.cs:65) [./Runtime/Shaders/ShaderImpl/ShaderTextureProperty.cpp line 1798298936] -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5775: failed assertion `Draw Errors Validation Fragment Function(xlatMtlMain): incorrect type of texture (MTLTextureType2DArray) bound at texture binding at index 0 (expect MTLTextureType2DMultisampleArray) for _CameraDepthAttachment[0]. ``` The root issue is the 'BindMS' flag is not getting set true on the depth buffer when it should be. After lots of digging, I believe this PR fixes the root issue. There are a few places that were setting BindMS to false on the depth buffer based on the condition of `RenderingUtils.MultisampleDepthResolveSupported` which returns true on the avp because it does support it, but the avp is not actually resolving the depth textures automatically. Which the current logic assumes if `RenderingUtils.MultisampleDepthResolveSupported` returns true then the device is also automatically resolving the depth textures, but on the avp this is not true. This PR add an additional check to `SystemInfo.supportsMultisampleAutoResolve` to ensure the device is auto resolving as well before setting the bindMS flag to false and assuming it will auto resolve.
…nd Game windows are open. (UUM-63267) Fixes UUM-63267. In non-RenderGraph, the main and additional light shadow passes didn't have the correct data in the WorldToCamera matrix. This is due to it being set after they've been run. This PR fixes that.
Jira: UUM-8907 This PR adds tooltips wherever it was relevant to he `Control Panel` in VFX Graph. ℹ I took this opportunity to cleanup a bit the code and the UI to - Reduce the number of UI elements - Better align some controls - Use built-in controls instead of custom implementation (dropdown for instance) - Move the user events into the same section as the built-in events - Increase font size to 12 like everywhere else in the graph
Fixes UUM-66727. For 2022.3 this parameter needs to be moved to the SSAO.hlsl file as custom shaders might declare it without being able to detect patch versions in shader code. That has been fixed in 2023.3 and later versions.
Fix flickering for 2D Renderer on macOS silicon
Fix a scaling issue with the recorder.
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