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Internal/2022.3/staging #8115
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Internal/2022.3/staging #8115
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UUM-70926 With HDR disabled, the UI is rendered only from the main camera. With HDR enabled, UI rendering occurs from all cameras. RawImage can use a render texture as a source. Each camera that outputs to a render texture references the unprocessed texture when rendering the UI. This causes corrupted rendering. Changed the UI to be rendered only on the main camera.
…U'S if … Issue : https://jira.unity3d.com/browse/UUM-82949 Camera view is not rendered on PowerVR Rogue GE8320 GPU'S if Shadows are enabled in URP Asset and Camera stack contains Overlay Camera's. This is caused by changes done to fix https://jira.unity3d.com/browse/UUM-59572 These changes are now being reverted. There is a PR in trunk which fixes original bug (UUM-59572) without needing the fix that is now being reverted.
Minor docs fixes from the following tickets: **This is an edited backport based on https://github.cds.internal.unity3d.com/unity/unity/pull/56146** - https://jira.unity3d.com/browse/DOCG-6217 - https://jira.unity3d.com/browse/DOCG-6218 - https://jira.unity3d.com/browse/DOCG-6228 - https://jira.unity3d.com/browse/DOCG-6253 - https://jira.unity3d.com/browse/DOCG-6232
To update test images for consoles Fixed the size of the reflection probe texture cache in the test suite to prevent out of memory error
Jira: https://jira.unity3d.com/browse/UUM-76254 Group position is adjusted as elements are added to it. However, if the group is empty, its position remains unchanged and is pasted at the original location. This has been fixed so that the group's position is adjusted when pasting, even if the group is empty. While fixing this issue, I discovered and resolved a problem where the position of a newly created group was not being set initially Before ![Before](https://media.github.cds.internal.unity3d.com/user/761/files/2a5877b8-75ae-4944-8290-f21ae3dfa098) After ![After](https://media.github.cds.internal.unity3d.com/user/761/files/0dbdf1f9-f095-4c5f-bfb9-c23f406c7576)
…tencil shadows Add documentation for how shadow matte interacts with stencil and ray traced shadows. The 'regression' happened when Anis added stencil for unlit materials https://github.cds.internal.unity3d.com/unity/unity/pull/16463/files#diff-f8f08e5234e1f79654d09936f18d3a903cdb9eccf0ab92b29d8e377a24c66845. The user can check Shadow Matte on the custom shader graph and it will work again. https://jira.unity3d.com/browse/UUM-72348
Update incorrect line in the example code on https://docs.unity3d.com/Packages/[email protected]/manual/renderer-features/scriptable-renderer-features/inject-a-pass-using-a-scriptable-renderer-feature.html Jira ticket: https://jira.unity3d.com/browse/DOCG-5967
Add anchor link to rendering layers with decals Jira ticket: https://jira.unity3d.com/browse/DOCG-6084
… used with Pixel Perfect Camera Fix UUM-51358
Fixed the CameraDepthAttachment Texture for Dx11, which was rendering as black earlier. The issue is the Camera Depth Attachment texture is referring to the depth buffer and when the shader is trying to access the texture the texture is black Bug: https://jira.unity3d.com/browse/UUM-64316 Backport: https://jira.unity3d.com/browse/UUM-65831
…ation DOCG-5973 updated the linear gradient image (shows the correct linear gradient now), edited the caption. DOCG-4959 VFX code snippet "position" capitalization fix.
…a (Volume Mask, Layers) Fixed the description about post-processing effects affecting a camera (Volume Mask, Layers)
I made a fix for https://jira.unity3d.com/browse/UUM-68986 that was too aggressive - clearing the material property block after each blit actually clears properties that are needed between blits, in the case for example of edge detection. This created another bug (https://jira.unity3d.com/browse/UUM-85970) where TexelSize property was cleared between two blits in the same pass. Luckily, in the meantime, a better fix was implemented in Unity 6 and 7 (#51608). This PR backports it to 2022.3 (after talking to the original owner, there's should be no reason not to backport it) This works better because it doesn't clear property blocks after each blit, only when a RenderTargetIdentifier is used, which is less aggressive than the fix I had in the first place
…ispose DOCG-5914 added an extra null check, DOCG-5912 protected access for Dispose
Part 4 of minor fixes from feedback tickets - 2022.3 specific fixes. Jira tickets: - https://jira.unity3d.com/browse/DOCG-5757 - https://jira.unity3d.com/browse/DOCG-6016 - https://jira.unity3d.com/browse/DOCG-5966
…nt point in performance impact. [Backport of pull/57437] DOCG-4814. Clarified the rendering layer count point in performance impact.
It appears that you made a non-draft PR! |
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