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Mar 25, 2025
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131c7aa
Render Graph - Add APIs checks to restrict most of them in Recording …
YohannVaastUnity Feb 19, 2025
edd5366
[HDRP] Add sample scene using Spline package to control current and d…
remi-chapelain Feb 20, 2025
35b5dbf
Fix multiple Shader Graph bugs
dhsavell Feb 20, 2025
045cfb6
Graphics/urp/disable failing urp unstable tests
eh-unity Feb 20, 2025
f134c62
Cleaning URP RG CreateRenderGraphCameraRenderTargets() (logic untouched)
axoloto Feb 20, 2025
e450970
Fix Jump To Source functionality in Render Graph Viewer in HDRP
arttu-peltonen Feb 20, 2025
10c43fc
Multiple small optimzations for Core package
kirill-titov-u Feb 20, 2025
aad2874
Graphics/SRP/RPF - Small optimization in Render Graph Execute Begin R…
axoloto Feb 20, 2025
608eeb1
[2d] Fix (Case UUM-97863) Fix case where Sprite Shape Corners and Edg…
venkify Feb 20, 2025
8507701
Check if transparent objects receive shadows when setting up ShadowCa…
laylaarab Feb 20, 2025
538c867
Script and Shader templates for URP/SRP
CianNoonanUnity Feb 21, 2025
456ecc7
Updated the URP index page for version 17.2.
oleks-k Feb 21, 2025
c164da6
Rendering Debugger - Update the values of the table when the camera i…
alex-vazquez-unity3d Feb 21, 2025
525e02d
Improve error message for loading APV from bundles when streaming ass…
pema99 Feb 21, 2025
d3c9953
Graphics/SRP - Removing unused internal breakGBufferAndDeferredRender…
axoloto Feb 21, 2025
ef84fc6
Graphics/SRP - Optimize Render Graph Subpass Merging Workflow (logic …
axoloto Feb 22, 2025
ee5e515
[UUM-85456][6000.2] Fix missing fog parameters in sprite subtargets
kennytann Feb 24, 2025
d2e26f3
[6000.2] Add new 2d gfx tests
kennytann Feb 24, 2025
5130f88
Deprecate non-rendergraph SetupRenderPasses in ScriptableRenderFeatur…
raquelpeces Feb 24, 2025
f81f2a9
com.unity.test-framework.graphics: Implemented a new Reference-Image …
amsXYZ Feb 26, 2025
9f68847
Fix flickering on Metal only in HDRP due to bad light index calculati…
YohannVaastUnity Feb 26, 2025
c0cd766
DOCG-4872 Review Full Screen Renderer Feature code template file
markg-unity Feb 26, 2025
3346d98
DOCG-6679 toc link fix
Sam-Unity Feb 26, 2025
7baf72b
Graphics/bugfix/copypass texture array
Charles-H-Unity Feb 26, 2025
37f0b84
Fix weird case where the material subasset is null
alelievr Feb 26, 2025
fbddf9f
[URP] Fix missing namespace and upgrade from old GUID of FullScreenPa…
RSlysz Feb 26, 2025
f68a60f
Rendering Debugger - Creating a Rendering Layer widget that works for…
alex-vazquez-unity3d Feb 28, 2025
a5f1dc9
Fix GraphView undo/redo selection
julienf-unity Feb 28, 2025
721d7bd
[UUM-97588] Fix Fullscreen Render Pass on visionOS
mtschoen-unity Feb 28, 2025
4ee8f5d
Enable Access to RenderGraph, GPUResidentDrawer and XR Test Global State
giorgospetkakis Feb 28, 2025
41af1bc
[Regression][UUM-98261] Fix shader compilation warning
zeroyao Feb 28, 2025
523ea6f
Fixed a [Scene Color Sampling fails when using a custom pass in 'Afte…
nanho-lee Feb 28, 2025
dfb7a18
[VFX] Fixed cut labels when editor font is set to "System Font"
julienamsellem Feb 28, 2025
4122619
DOCG-5799 Clarify Sample Graphics Buffer and custom types
markg-unity Mar 1, 2025
13ed4b9
Fix UUM-92338: rcp on small float16 values was causing blended APV pr…
YvainRaeymaekers Mar 1, 2025
6e5b873
[SRP][XR][OpenGLES] Copy correct value of MSAA sample in eye texture …
Mar 1, 2025
fced2f4
[VFX] Prevent NaN Gizmo
PaulDemeulenaere Mar 1, 2025
1e007c3
Fix depth testing with grid in animation preview window
arttu-peltonen Mar 1, 2025
29a9fa6
Prevent NullReferenceException happening once in a corner case in URP…
arttu-peltonen Mar 1, 2025
9c64e99
URP Foundation test jobs for Oculus/OpenXR Vulkan setups
Mar 1, 2025
72e68b9
[VFX] Context title label was slightly offset when being edited
julienamsellem Mar 1, 2025
f3074c8
[content automatically redacted] touching PlatformDependent folder
Impossible Mar 4, 2025
a418818
[UUM-18392] 2D Soft Shadows Fix
unity-cchu Mar 4, 2025
0bcf22f
[VFX] Fix Invalid Graph Compilation
PaulDemeulenaere Mar 4, 2025
38d91ba
[VFX][Fix] Check model isn't null before updating hover state
ludovic-theobald Mar 4, 2025
172aab5
[6000.2][URP 2D] Fix WebGL and WebGPU builds
kennytann Mar 4, 2025
0342aa9
Change the size of the IndirectBuffer used by VolumetricFog
JangkyuSeo Mar 4, 2025
fcfd1cb
Fix inputSummary.requiresColorTextureCreated tech debt in DBufferRend…
UnityAljosha Mar 5, 2025
01e815f
[UUM-11350][6000.2] Fix runtime light2d not created with target sorti…
kennytann Mar 5, 2025
3dc37b4
Use Base Test Fixture + Add RenderGraph Context Checks
giorgospetkakis Mar 5, 2025
1592925
[SRPF] Solely rely on ScriptableRendererData in ShaderBuildPreprocess…
kirill-titov-u Mar 6, 2025
1b29997
[URP] DecalProjector: Fixed material-properties updates for Animation…
amsXYZ Mar 6, 2025
79537f2
[SRP] Release SRP Core predefined objects
gabrieldelacruz Mar 6, 2025
df244bb
[HDRP] Fix Lit's depthOffset + no-heightmap combination
amsXYZ Mar 6, 2025
d84930d
Unify light and decal rendering layers for URP
kirill-titov-u Mar 6, 2025
4daa872
[XR][URP] On FinalBlit don't set targetAccessFlag as WriteAll if it's…
Mar 6, 2025
9c326f6
Correctly handle ForceLOD with GPUResidentDrawer
vincent-breysse Mar 6, 2025
cb65b64
Uitech/obsolete itransform
simonduf Mar 7, 2025
07d6420
DOCG-6679 Updated SRP core package what's new with VRS API section
Sam-Unity Mar 7, 2025
e0cf601
Added Load/Store, Memoryless, and View Options to Render Graph Viewer
jrs-unity Mar 7, 2025
57d147f
Various fixes for URP cameraDepthTexture format and depth priming logic
UnityAljosha Mar 7, 2025
5945c07
[2d] Fix (Case UUM-99031) Inconsistent rendering of Sprite Shapes occ…
venkify Mar 7, 2025
c0d9031
[HDRP] [UUM-91905] Added pixel load offset in CompositeWithUIAndOETF …
mseonkim-unity Mar 7, 2025
4a0f44c
Fix water memleak on domain reload.
eh-unity Mar 7, 2025
31cfd07
[VFX][Doc] Removed VFXFIXED_RAND from documentation because it's not …
julienamsellem Mar 7, 2025
51836cf
[UUM-82822] Fixed issue with Light2D inspector
unity-cchu Mar 10, 2025
ea75db4
Graphics docs accessibility fixes 25 February part 8 (HDRP)
markg-unity Mar 10, 2025
8ab0b8a
Consolidate RenderGraph and RenderGraphCompatibility Testing in the S…
giorgospetkakis Mar 10, 2025
55651b1
[HDRP] Fix lens flare issue with viewport rect and hardware dynamic r…
Mar 10, 2025
c47cc82
[HDRP] Fix artifacts of Volumetric Clouds
Mar 10, 2025
cdc788a
Update buginfos for SRP Red team areas
arttu-peltonen Mar 11, 2025
410155f
[HDRP] Adding Scale Mode in Local Volumetric Fog components
remi-chapelain Mar 11, 2025
67bdde2
[VFX] Update all test assets
PaulDemeulenaere Mar 11, 2025
66f5c08
[URP] Fix UUM-85291: Disabled Pass Merging for Screen Space Shadows
jrs-unity Mar 12, 2025
4c3be9b
APV Baking testing with reference data
pigselated Mar 12, 2025
8510c03
[URP] Fixed emission-enabling evaluation.
amsXYZ Mar 12, 2025
554d815
[HDRP] UUM-98939: Removed DLSS Sharpness slider as it has been deprec…
jrs-unity Mar 12, 2025
e053cc0
[6000.2][UUM-99455] Fix post processing resolve for Renderer2D
kennytann Mar 12, 2025
1144b53
Accessibility fixes in HDRP manual
fatimah-f Mar 12, 2025
4bced46
[HDRP] HDRP_PerformanceTests: Strip runtime debug shaders.
amsXYZ Mar 12, 2025
f8a5541
Graphics docs accessibility fixes 25 February part 11 [HDRP pt2]
markg-unity Mar 12, 2025
feabdb0
Remove the com.unity.testtools.codecoverage from manifest and rely to…
Mar 12, 2025
af80af9
Accessibility fixes in VFX Graph manual
fatimah-f Mar 12, 2025
492c780
Fix ScriptableRenderer docs (including an ugly TODO)
Charles-H-Unity Mar 12, 2025
9ddb770
Fix APV data contained in asset bundle not loading properly
pema99 Mar 12, 2025
d1e00f5
[Accessibility Sprint 2025] HDRP Probe Adjustment Volume reference pa…
Sam-Unity Mar 12, 2025
4506c13
[Port] [Forward] DOCG-6640 VFX Graph updates for Unity 6.1
svc-reach-platform-support Mar 12, 2025
7848d84
[metal] enable offline shader compilation in urp playmode tests
alexey-unity Mar 13, 2025
0410cf2
[HDRP] UUM-99643: Fixed typo in `Material Type` tooltip
jrs-unity Mar 13, 2025
5443e75
[VFX] Fix Strip using Output Mesh
PaulDemeulenaere Mar 14, 2025
b7bc0fc
[VFX] Remove errors from Texture3D and TextureCube slots when using a…
gabrieldelacruz Mar 14, 2025
ac6134c
[VFX] Undo/Redo with Composed Output
PaulDemeulenaere Mar 14, 2025
331572d
[HDRP] HDRP_RuntimeTests: Disable failing tests on Switch.
amsXYZ Mar 14, 2025
56200f6
Switch to OnDidApplyAnimationProperties instead of Update
kirill-titov-u Mar 14, 2025
1915311
docg-6605 refactor table settings and properties related to the water…
ocarrere Mar 15, 2025
a78dfd4
docg-6680: local volumetric fog material sg: fix style issues
ocarrere Mar 15, 2025
98466b5
[URP] UUM-95641 - MeshCompression can be impacted by divergence of Bu…
LagueKristin Mar 15, 2025
f153cd2
[VFX] Add support for Shader Graph BakedGI node in VFX graph code gen…
gabrieldelacruz Mar 15, 2025
5e0fc95
DOCG-4872 (part 2): Improve comments in Renderer Feature code templat…
markg-unity Mar 15, 2025
8868aa3
Add Package version and Minimum and Maximum Unity version requirements
ocarrere Mar 15, 2025
7f8efbb
[VFX] IndirectDraw with Strip
PaulDemeulenaere Mar 15, 2025
b666a31
Make Contexts Available to URP and HDRP projects, Enable GRD on SRP j…
giorgospetkakis Mar 16, 2025
5fc6da3
PLATGRAPH-4266 - Shader Graph nodes code optimization
bencloward Mar 18, 2025
5d5b7db
[UITK] Modify two-pane-split-view dragline style in UITK
xianwangunity Mar 18, 2025
601bf87
Docs/graphics/docg 6784 disappearing clouds
ocarrere Mar 18, 2025
ee6f04e
Convert the ShaderGraph Project to use Graphics Test Framework 9
vladvolkovgit Mar 18, 2025
ed7a40f
[URP] Fix shadow jittering issue with TAA in deferred pass
Mar 18, 2025
3b288af
[HDRP] Fix water samples input issues
remi-chapelain Mar 18, 2025
898a9c4
[Bugfix][URP]Baked reflection probes updating every frame for Forward+
Nzollner Mar 18, 2025
0e28bc9
[VFX][Fix] Prevent use of "unsafe" objects in graphics jobs
ludovic-theobald Mar 18, 2025
360f0de
[6000.2][2D] Remove unsafe pass for OpenGLES
kennytann Mar 18, 2025
517f9b1
Clarify WebGL incompatability with APV
pema99 Mar 19, 2025
5d604d2
[HDRP][VFX] Fix current direction output in Sample Water Surface VFX …
remi-chapelain Mar 19, 2025
ba39934
Switch internal structs to readonly and removed ref readonly usage fo…
kirill-titov-u Mar 19, 2025
0b50c88
Terrain - fix urp render layers
jonbro Mar 20, 2025
027f49a
[VFX] Fix Shader Index Access
PaulDemeulenaere Mar 20, 2025
06a90af
[VFX] Improve expand collapse icon quality
julienamsellem Mar 20, 2025
d63f4a6
Fix errors from Render Graph Viewer when the tool is inactive during …
arttu-peltonen Mar 20, 2025
58c1c3c
Fix null pointer crash in 190_SampleDepth URP Foundation test
joao-maia-u3d Mar 20, 2025
2c20c58
DOCG-6610 Add information about caching for volumes
fatimah-f Mar 21, 2025
28ef317
Re-enabling motion vectors tests with layers
kirill-titov-u Mar 21, 2025
c82cee8
Move property drawer file from HDRP testing package to GTF
giorgospetkakis Mar 21, 2025
5739529
[VFX] Fixed an issue when converting to subgraph a selection which co…
julienamsellem Mar 21, 2025
a3a86d3
DOCG-6846 Fix and update main manual links to URP
markg-unity Mar 21, 2025
d8d76c7
Fixed issue where inverse matrices were not set in XR.
JangkyuSeo Mar 21, 2025
43ccb9d
Accessibility: HDRP package
ocarrere Mar 21, 2025
1e73e51
DOCG-6795: Editor changes in 6.1: update package docs
markg-unity Mar 22, 2025
8e67c2d
[HDRP] Fix documentation for box light support in RT
remi-chapelain Mar 22, 2025
f36c70b
Revert "[URP] Fixed emission-enabling evaluation."
Mar 22, 2025
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2 changes: 1 addition & 1 deletion Packages/com.unity.render-pipelines.core/.buginfo
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
rule1:
area: SRP Architecture & API
area: SRP Foundation

rule2:
when:
Expand Down
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Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ If your project uses a custom Scriptable Render Pipeline (SRP), you can add cont

If your project uses the Universal Render Pipeline (URP) or the High-Definition Render Pipeline (HDRP), refer to the following pages:

- [Add controls to the Rendering Debugger in URP](https://docs.unity3d.com/Packages/[email protected]/manual/features/rendering-debugger-add-controls.html)
- [Add controls to the Rendering Debugger in URP](https://docs.unity3d.com/Manual/urp/features/rendering-debugger-add-controls.html)
- [Add controls to the Rendering Debugger in HDRP](https://docs.unity3d.com/Packages/[email protected]/manual/Rendering-Debugger-Add-Controls.html)

## How to access the Rendering Debugger
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Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
* [What's new](whats-new.md)
* [12](whats-new-12.md)
* [13](whats-new-13.md)
* [17](whats-new-17.md)
* [Creating a custom render pipeline](srp-custom.md)
* [Create a custom Scriptable Render Pipeline](srp-custom-getting-started.md)
* [Create a Render Pipeline Asset and Render Pipeline Instance in a custom render pipeline](srp-creating-render-pipeline-asset-and-render-pipeline-instance.md)
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Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ The request is processed sequentially in your script, so there's no callback inv

`RenderPipeline.StandardRequest` renders the following:

* A full stack of cameras in the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html) (URP).
* A full stack of cameras in the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html) (URP).
* A single camera in the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html) (HDRP).

The following code sample gets the output of the scriptable render pipeline when you select a GUI button. Attach the script to a camera and select **Enter Play Mode**.
Expand Down Expand Up @@ -91,4 +91,4 @@ public class StandardRenderRequest : MonoBehaviour

## Other useful information

* On [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/[email protected]/manual/User-Render-Requests.html).
* On [Universal Render Pipeline (URP)](https://docs.unity3d.com/Manual/urp/User-Render-Requests.html).
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ Render from cameras nested inside the render loop of other cameras.

Attach the provided script to a GameObject with a Camera component to nest multiple cameras, that are rendering with [RenderPipeline.SubmitRenderRequest](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipeline.SubmitRenderRequest.html), inside the render loop of other cameras.

**Note**: If your project uses the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html) (URP), the recommended best practice is to use [UniversalRenderPipeline.SingleCameraRequest](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/api/UnityEngine.Rendering.Universal.UniversalRenderPipeline.SingleCameraRequest.html) instead of [StandardRequest](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipeline.StandardRequest.html), to make sure you only render the camera provided to the `RenderRequest` API instead of the full stack of cameras.
**Note**: If your project uses the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html) (URP), the recommended best practice is to use [UniversalRenderPipeline.SingleCameraRequest](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.2/api/UnityEngine.Rendering.Universal.UniversalRenderPipeline.SingleCameraRequest.html) instead of [StandardRequest](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipeline.StandardRequest.html), to make sure you only render the camera provided to the `RenderRequest` API instead of the full stack of cameras.

## Attach the script to nest

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Expand Up @@ -6,4 +6,4 @@ SRP Core contains reusable code, including boilerplate code for working with pla

If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.

For more information on SRP, including a guide to getting started with a custom SRP, see the [SRP documentation](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html). For more information on Unity's prebuilt SRPs, see the [Universal Render Pipeline (URP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest), or the [High Definition Render Pipeline (HDRP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest).
For more information on SRP, including a guide to getting started with a custom SRP, see the [SRP documentation](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html). For more information on Unity's prebuilt SRPs, see the [Universal Render Pipeline (URP) documentation](https://docs.unity3d.com/Manual/urp/urp-introduction.html), or the [High Definition Render Pipeline (HDRP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest).
Original file line number Diff line number Diff line change
@@ -1,6 +1,22 @@
# What's new in SRP Core version 17 / Unity 6
# What's new in SRP Core 17.1 / Unity 6.1
The following are the new features and improvements added to the SRP Core package 17.1, embedded Unity 6.1.

This page contains an overview of new features, improvements, and issues resolved in version 17 of the Scriptable Render Pipeline (SRP) Core package, embedded in Unity 6.
## Added
### Disable pass merging in the render graph system
Added a render graph debug setting that allows you to temporarily disable pass merging to isolate issues or investigate performance changes.

### New variable rate shading (VRS) API
You can use the new variable rate shading (VRS) API to control the shading rate of Scriptable Renderer Features, and balance between GPU performance and image quality. This API is supported on DirectX 12, Vulkan, and compatible consoles.

VRS is also known as fragment shading rate, and is a technique which allows you to decouple the rasterization and pixel shading rate. VRS can vary the shading rate across the screen space by using a shading rate image, which encodes the shading rates for different regions of the screen at different rates. When setting a lower shading rate, the pixel shader will execute at a lower frequency, which can drastically improve GPU performance.

![A scene with a shading rate image (SRI) in the corner. The blue and red areas represent the different shading rates of the UI and the game visuals.](Images/srp-vrs-example.jpg)

For more information about VRS, refer to the [Optimize Renderer Features with Variable Rate Shading in Unity 6.1](https://discussions.unity.com/t/optimize-renderer-features-with-variable-rate-shading-in-unity-6-1/1605893/1) Unity Discussions page.

## What's new in SRP Core version 17.0 / Unity 6.0

The following is an overview of new features, improvements, and issues resolved in version 17 of the Scriptable Render Pipeline (SRP) Core package, embedded in Unity 6.

## Improvements

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15 changes: 10 additions & 5 deletions Packages/com.unity.render-pipelines.core/Editor/.buginfo
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
rule1:
area: SRP Architecture & API
area: SRP Foundation

rule2:
when:
Expand All @@ -10,15 +10,20 @@ rule2:
rule3:
when:
path:
- ^.*Camera.*$
- ^.*ContextualMenuDispatcher.*$
- ^.*CoreRenderPipelinePreferences.*$
- ^.*InspectorCurveEditor.*$
- ^.*RemoveAdditionalDataUtils.*$
area: SRP Workflow
area: SRP Settings

rule4:
when:
path:
- ^.*Upgrader.*$
area: Graphics Tools
area: Graphics Tools

rule5:
when:
path:
- ^.*CameraEditorUtils.*$
area: Camera
Original file line number Diff line number Diff line change
@@ -1 +1 @@
area: SRP Workflow
area: Camera
Original file line number Diff line number Diff line change
@@ -1 +1 @@
area: Graphics Tools
area: Graphics Debugging Tools
Original file line number Diff line number Diff line change
Expand Up @@ -237,9 +237,15 @@ public override void SetValue(object value, DebugUI.IValueField field)
/// <summary>
/// Unsigned Integer Debug State.
/// </summary>
[Serializable, DebugState(typeof(DebugUI.UIntField), typeof(DebugUI.MaskField))]
[Serializable, DebugState(typeof(DebugUI.UIntField))]
public sealed class DebugStateUInt : DebugState<uint> { }

/// <summary>
/// Rendering layer mask state.
/// </summary>
[Serializable, DebugState(typeof(DebugUI.RenderingLayerField))]
public sealed class DebugStateRenderingLayer : DebugState<RenderingLayerMask> { }

/// <summary>
/// Float Debug State.
/// </summary>
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Original file line number Diff line number Diff line change
Expand Up @@ -424,12 +424,11 @@ protected override Enum DoGUI(Rect rect, GUIContent label, DebugUI.BitField fiel
}
}


/// <summary>
/// Builtin Drawer for Maskfield Debug Items.
/// </summary>
[DebugUIDrawer(typeof(DebugUI.MaskField))]
public sealed class DebugUIDrawerMaskField : DebugUIFieldDrawer<uint, DebugUI.MaskField, DebugStateUInt>
[DebugUIDrawer(typeof(DebugUI.RenderingLayerField))]
public sealed class DebugUIDrawerRenderingLayerField : DebugUIFieldDrawer<RenderingLayerMask, DebugUI.RenderingLayerField, DebugStateRenderingLayer>
{
/// <summary>
/// Does the field of the given type
Expand All @@ -439,15 +438,10 @@ public sealed class DebugUIDrawerMaskField : DebugUIFieldDrawer<uint, DebugUI.Ma
/// <param name="field">The field</param>
/// <param name="state">The state</param>
/// <returns>The current value from the UI</returns>
protected override uint DoGUI(Rect rect, GUIContent label, DebugUI.MaskField field, DebugStateUInt state)
protected override RenderingLayerMask DoGUI(Rect rect, GUIContent label, DebugUI.RenderingLayerField field, DebugStateRenderingLayer state)
{
uint value = field.GetValue();

var enumNames = new string[field.enumNames.Length];
for (int i = 0; i < enumNames.Length; i++)
enumNames[i] = field.enumNames[i].text;
var mask = EditorGUI.MaskField(rect, label, (int)value, enumNames);

var mask = EditorGUI.MaskField(rect, label, (int)value, field.renderingLayersNames);
return (uint)mask;
}
}
Expand Down Expand Up @@ -859,7 +853,7 @@ public override bool OnGUI(DebugUI.Widget widget, DebugState state)

bool isAlternate = r % 2 == 0;

EditorGUI.LabelField(rowRect, GUIContent.none, EditorGUIUtility.TrTextContent(row.displayName),isAlternate ? DebugWindow.Styles.centeredLeft : DebugWindow.Styles.centeredLeftAlternate);
EditorGUI.LabelField(rowRect, GUIContent.none, EditorGUIUtility.TrTextContent(row.displayName), isAlternate ? DebugWindow.Styles.centeredLeft : DebugWindow.Styles.centeredLeftAlternate);
rowRect.xMin -= 2;
rowRect.xMax += 2;

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Expand Up @@ -60,7 +60,7 @@ void OnEnable()
{
var prefab = list.serializedProperty.GetArrayElementAtIndex(list.index).FindPropertyRelative("prefab").objectReferenceValue as GameObject;
if (prefab)
EditorGUIUtility.PingObject(prefab.gameObject);
EditorGUIUtility.PingObject(prefab);
}
};
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ void OnEnable()
hideFlags = HideFlags.HideAndDontSave;
}
}

[CoreRPHelpURL("Rendering-Debugger")]
sealed class DebugWindow : EditorWindowWithHelpButton, IHasCustomMenu
{
Expand Down Expand Up @@ -271,17 +271,17 @@ DebugState GetOrCreateDebugStateForValueField(DebugUI.Widget widget)
if (widget is not DebugUI.IValueField valueField)
return null;

string guid = widget.queryPath;
if (!m_WidgetStates.TryGetValue(guid, out var state) || state == null)
string queryPath = widget.queryPath;
if (!m_WidgetStates.TryGetValue(queryPath, out var state) || state == null)
{
var widgetType = widget.GetType();
if (s_WidgetStateMap.TryGetValue(widgetType, out Type stateType))
{
Assert.IsNotNull(stateType);
state = (DebugState)CreateInstance(stateType);
state.queryPath = guid;
state.queryPath = queryPath;
state.SetValue(valueField.GetValue(), valueField);
m_WidgetStates[guid] = state;
m_WidgetStates[queryPath] = state;
}
}

Expand Down Expand Up @@ -312,15 +312,20 @@ void UpdateWidgetStates(DebugUI.IContainer container)

public void ApplyStates(bool forceApplyAll = false)
{
// If we are in playmode, and the runtime UI is shown, avoid that the editor UI
// applies the data of the internal debug states, as they are not kept in sync
if (Application.isPlaying && DebugManager.instance.displayRuntimeUI)
return;

if (!forceApplyAll && DebugState.m_CurrentDirtyState != null)
{
ApplyState(DebugState.m_CurrentDirtyState.queryPath, DebugState.m_CurrentDirtyState);
DebugState.m_CurrentDirtyState = null;
return;
}

foreach (var state in m_WidgetStates)
ApplyState(state.Key, state.Value);
else
{
foreach (var state in m_WidgetStates)
ApplyState(state.Key, state.Value);
}

DebugState.m_CurrentDirtyState = null;
}
Expand Down Expand Up @@ -382,6 +387,8 @@ void Update()
UpdateWidgetStates();
ApplyStates();
m_IsDirty = false;

Repaint();
}
}

Expand Down Expand Up @@ -488,22 +495,22 @@ void OnGUI()
using (new EditorGUILayout.VerticalScope())
{
var selectedPanel = panels[m_Settings.selectedPanel];

using (new EditorGUILayout.HorizontalScope())
{
var style = new GUIStyle(CoreEditorStyles.sectionHeaderStyle) { fontStyle = FontStyle.Bold };
EditorGUILayout.LabelField(new GUIContent(selectedPanel.displayName), style);

// Context menu
var rect = GUILayoutUtility.GetLastRect();
var contextMenuRect = new Rect(rect.xMax, rect.y + 4f, 16f, 16f);

CoreEditorUtils.ShowHelpButton(contextMenuRect, selectedPanel.documentationUrl, new GUIContent($"{selectedPanel.displayName} panel."));
}

const float leftMargin = 4f;
GUILayout.Space(leftMargin);

using (var scrollScope = new EditorGUILayout.ScrollViewScope(m_ContentScroll))
{
TraverseContainerGUI(selectedPanel);
Expand Down Expand Up @@ -554,6 +561,12 @@ void OnWidgetGUI(DebugUI.Widget widget)
if (widget.isInactiveInEditor || widget.isHidden)
return;

if (widget.queryPath == null)
{
Debug.LogError($"Widget {widget.GetType()} query path is null");
return;
}

GUILayout.Space(4);

if (!s_WidgetDrawerMap.TryGetValue(widget.GetType(), out DebugUIDrawer drawer))
Expand Down
30 changes: 30 additions & 0 deletions Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs
Original file line number Diff line number Diff line change
Expand Up @@ -181,4 +181,34 @@ public DefaultVolumeProfileEditor(Editor baseEditor, VolumeProfile profile)
m_TargetSerializedObject = baseEditor.serializedObject;
}
}



/// <summary>
/// Builtin Drawer for Maskfield Debug Items.
/// </summary>
[DebugUIDrawer(typeof(DebugUI.MaskField))]
[Obsolete("DebugUI.MaskField has been deprecated and is not longer supported, please use BitField instead. #from(6000.2)", false)]
public sealed class DebugUIDrawerMaskField : DebugUIFieldDrawer<uint, DebugUI.MaskField, DebugStateUInt>
{
/// <summary>
/// Does the field of the given type
/// </summary>
/// <param name="rect">The rect to draw the field</param>
/// <param name="label">The label for the field</param>
/// <param name="field">The field</param>
/// <param name="state">The state</param>
/// <returns>The current value from the UI</returns>
protected override uint DoGUI(Rect rect, GUIContent label, DebugUI.MaskField field, DebugStateUInt state)
{
uint value = field.GetValue();

var enumNames = new string[field.enumNames.Length];
for (int i = 0; i < enumNames.Length; i++)
enumNames[i] = field.enumNames[i].text;
var mask = EditorGUI.MaskField(rect, label, (int)value, enumNames);

return (uint)mask;
}
}
}
Original file line number Diff line number Diff line change
@@ -1 +1 @@
area: SRP Workflow
area: Graphics Tools
Original file line number Diff line number Diff line change
Expand Up @@ -128,7 +128,7 @@ public void DrawHull(bool filled)
if (filled)
{
material.SetPass(0);
Matrix4x4 drawMatrix = Matrix4x4.TRS((Vector3)Handles.matrix.GetColumn(3), Quaternion.identity, Vector3.one * radius * 2f);
Matrix4x4 drawMatrix = Matrix4x4.TRS((Vector3)Handles.matrix.GetColumn(3), Quaternion.identity, 2f * radius * Vector3.one);
Graphics.DrawMeshNow(k_MeshSphere, drawMatrix);
}

Expand Down
Original file line number Diff line number Diff line change
@@ -1 +1,7 @@
area: SRP Workflow
area: SRP Settings

graphic-tools:
when:
path:
- ^.*RenderGraphViewer.*$
area: Graphics Debugging Tools
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