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b658f8e
Add blit depth pass (lightweight)
YohannVaastUnity Jul 18, 2025
2492858
[6000.3][UUM-111256] Fix Blurry and Stretched Light Type Icons in Glo…
kennytann Jul 21, 2025
098002c
Custom Lighting Updates to Unlit Target
bencloward Jul 22, 2025
7690d7f
[HDRP Wizard]Several fixes on the tool
alex-vazquez-unity3d Jul 22, 2025
064200f
[UUM-99709] Material Converter should enable AlphaClipping when conve…
LagueKristin Jul 22, 2025
581ea6a
[UUM-111391]Fix missing graphics setting container warning
alex-vazquez-unity3d Jul 22, 2025
5fdd068
[VFX/SG] Fix Non Exposed Texture Value
PaulDemeulenaere Jul 22, 2025
f808d56
[UUM-97906] [URP] Fix flipped projection params
Jul 22, 2025
ad013f0
Move URP Decal Projector inspector edit tools to scene overlay
JMargevics Jul 23, 2025
15f6b11
RG Error Handling - Improve error messages when recording pass
RoseHirigoyen Jul 23, 2025
8c01bf1
Port/lighting/land driver
belgaard Jul 23, 2025
a269bc2
Fix MP4 files to use Git LFS pointers
kroatoa Jul 23, 2025
7e14d98
Fix exception when showing Rendering Layer Override UI with no Render…
pema99 Jul 23, 2025
b0ca71e
[UUM-112539] Disabling WithTransparentInstances_ClosestAndAnyHitsFunc…
AngelaDematte Jul 23, 2025
98ea5d8
DOCG-6833 Add missing landing pages to VFX Graph manual
markg-unity Jul 25, 2025
9b47393
Docs feedback fixes Jul 2025
markg-unity Jul 25, 2025
b25c96d
[VFX] Properly support \r special character in custom hlsl tooltip co…
julienamsellem Jul 25, 2025
791efaf
[UUM-104997][URP]: Fixed spotlights with small angles not being rendered
yvain-raeymaekers Jul 25, 2025
2e601da
Update buginfo binaries to 1.1.8
bmalrat Jul 25, 2025
086b415
DOCG-7532 WhatsNew link
Sam-Unity Jul 26, 2025
295b735
Replace incorrect icons
belgaard Jul 26, 2025
a4d3c01
2d/staging/tilemap/uum 111921
ChuanXin-Unity Jul 26, 2025
462a5ee
Surface Cache Core
urasmus Jul 26, 2025
4de7680
[GRD] Clamp the override level to the mesh's LOD count in ComputeMesh…
svens-unity Jul 26, 2025
4129314
[VFX] Fix Crash on Domain Reload
PaulDemeulenaere Jul 26, 2025
7233d09
Graphics/vfx/fix/UUM-112814 VFX Shader Graph templates
OrsonFavrel Jul 26, 2025
51aadd2
More descriptive APV inspector warning message for Enlighten
iM0ve Jul 29, 2025
86107a4
Removed separate Post Processing Quality Settings section in Document…
kirill-titov-u Jul 29, 2025
9d67fe9
Disable unstable tests
Daniel-Dobzinski Jul 29, 2025
7ee5166
Lens flare bugfix and unit tests
ApoorvaJ Jul 29, 2025
da0c609
[HDRP] Improve Ensure Volume warning message
remi-chapelain Jul 29, 2025
90b791e
[SRP] Fix Text Mesh Pro essential resources when importing any assets
remi-chapelain Jul 30, 2025
834dd37
Removed last Linq usages from CoreUtils
kirill-titov-u Jul 30, 2025
44125e9
[UUM-83172] Re-enable & fix SRP MipMapMode gfx-tests issues
Olof-AV Jul 30, 2025
f3dffbb
Added `readonly` Support to Math and Geometry Structures
jrs-unity Jul 30, 2025
2010211
DOCG-7534 Update VFX Graph What's New page to link to main manual
fatimah-f Jul 30, 2025
a6699d0
Graphics/vrs framedebugger
NetteVI Jul 30, 2025
4947d23
InstanceID -> EntityId (EditorUtility, InternalEditorUtility and Hand…
Daxode Jul 30, 2025
4bc8835
Shader Graph docs updates: latest added Keyword and Property options
sebastienduverne Jul 30, 2025
3e4915e
[HDRP] Fix Water Decal UV
remi-chapelain Jul 30, 2025
049270e
[AMDUnityPlugin] fix DX12 crash when FSR2 is toggled on/off
volkan-unity Jul 31, 2025
4a994c0
URP: Fix ZBin clamp
Jul 31, 2025
3f74c17
Shader Graph pre-release doc wrap-up (for 6.2)
sebastienduverne Jul 31, 2025
d58f8d4
[switch2] Partial landing of Switch2 test changes into trunk [2of2]
timcannellunity3d Jul 31, 2025
7c6fd0a
Fix missing buffer bindings in HDRP rendering debugger
Jul 31, 2025
67ce4d6
[VFX] Avoid an exception when creating a new VFX asset from a templat…
julienamsellem Jul 31, 2025
3785238
[VFX] Ease the usage of the shortcut to remove a node from a group
julienamsellem Jul 31, 2025
10f235f
[SRPF] Remove usage of the Default constructors in the Volume Components
kirill-titov-u Aug 1, 2025
d3213d9
2d/staging/tilemap/uum 111631
ChuanXin-Unity Aug 1, 2025
02d55a8
[UUM-97118]Allowing custom material upgraders into the Render Pipelin…
alex-vazquez-unity3d Aug 1, 2025
31149b0
[VFX] Turn context's display name label back to default text color in…
julienamsellem Aug 1, 2025
c0ea3c3
[VFX] Added tooltips to the sticky note toolbar's buttons
julienamsellem Aug 1, 2025
08eb2e6
Shader Graph Template Improvements
bencloward Aug 1, 2025
74fd813
Add missing multiplication and division operators to Vectors
tspiller Aug 2, 2025
116b738
[Port] [Forward] [SRP] [Volume] [UUM-111415] Redraw all views after V…
svc-reach-platform-support Aug 2, 2025
c7b381d
[SRP] Fix Volume icon for light theme
RSlysz Aug 2, 2025
e4a67b7
DOCG-7386 Improve HDRP ambient occlusion documentation
markg-unity Aug 2, 2025
437f03b
[HDRP] Fix the issue with water fade
Aug 2, 2025
8d5a0cb
Re-enable SSAO_DepthNormals tests and fix missing blur
arttu-peltonen Aug 2, 2025
400e5a5
Update UI for ScreenSpaceShadows in URP
kirill-titov-u Aug 2, 2025
c5b557a
Add shadergraph support for terrain shaders
jonbro Aug 2, 2025
426a312
[switch2] Partial landing of Switch2 test changes into trunk [1of2]
timcannellunity3d Aug 2, 2025
9970b35
Force enable reflection probe blending with atlas when GRD is in use
vincent-breysse Aug 3, 2025
cdc941e
[switch2] Partial trunk landing of Switch2 changes to packages folder
timcannellunity3d Aug 4, 2025
6ad9ec2
[VFX] Prevent the output category in the blackboard from being duplic…
julienamsellem Aug 5, 2025
7e76ca3
[VFX] Improved sticky note margins
julienamsellem Aug 5, 2025
50fcad0
[UUM-51336] Re-enable "003-VirtualTexturing" / "003-VirtualTexturing-…
Olof-AV Aug 5, 2025
318a5c1
[HDRP] Expose 16 bit depth buffer option
Aug 5, 2025
e5b0080
[URP] Fix light flickering with deferred, shadow, and TAA
Aug 5, 2025
aa2fed4
Change int to EntityId
ludeum Aug 5, 2025
f6c6dbc
[UUM-113048][Search] Enable test for LMBD fix
ablanchet Aug 6, 2025
8dccac0
EntityId - Terrain API deprecations
christopherredden Aug 6, 2025
9caa32f
[XR][GFX] Fetch the viewport Rect from the RenderPass to save in GfxT…
giulia-u3d Aug 7, 2025
3e4d843
Fix SSAO depth issue on Mali GPU (Android) devices.
Aug 7, 2025
65c2530
Upgrade a few remaining projects to GTF v9
ludeum Aug 7, 2025
7e61841
[ANT-2950] Re-enable fixed test
AngelaDematte Aug 7, 2025
6aaef53
Shader Graph Custom Lighting Sample
bencloward Aug 7, 2025
0236904
[URP][ShaderGraph] Add SrcBlendAlpha and DstBlendAlpha properties if …
giulia-u3d Aug 7, 2025
0e22a09
[URP] Added check logic related to OpenGL devices in RenderFeature
nanho-lee Aug 7, 2025
936bf9c
Minimal fix: Incorrectly baking lighting when consecutively loading m…
belgaard Aug 7, 2025
adcf67f
[content automatically redacted] touching PlatformDependent folder
Paulm-Unity Aug 8, 2025
58dd8ff
[content automatically redacted] touching PlatformDependent folder
odbb Aug 8, 2025
f36b50d
Change defines for Adaptive Performance to build-in module ones.
odbb Aug 8, 2025
a086287
Shader Graph Templates Workflows
FredMoreau Aug 8, 2025
515df76
Import Burst into Unity
nulldatamap Aug 8, 2025
51388c1
Fix missing reflection probes variants with GPUResidentDrawer
vincent-breysse Aug 8, 2025
3ecb214
[content automatically redacted] touching PlatformDependent folder
volkan-unity Aug 8, 2025
de5ed30
Renderer Shader User Value core foundation
arnaudcarre Aug 9, 2025
3510225
[content automatically redacted] touching PlatformDependent folder
unity-cchu Aug 9, 2025
eb7d66f
[VFX] Allow users to easily create VFX templates
julienamsellem Aug 9, 2025
df4a1ae
Add UITK Master Node in Shader Graph
ncerone-unity Aug 10, 2025
75755be
DOCG-7652 Update DLSS and FSR versions for 6.2+
markg-unity Aug 11, 2025
d64f1e6
DOCG-7528 Add AfterOpaqueColor
markg-unity Aug 11, 2025
90d24e2
MVPVV Compatible Pass Flagging
janicesee-u3d Aug 12, 2025
11dfa53
Surface Cache URP Integration
laylaarab Aug 12, 2025
fde4cd8
Color Checker tool - Fix Is Metallic Toggle display when the inspecto…
alex-vazquez-unity3d Aug 12, 2025
38ed08f
Graphics/SRP - Enable RenderGraph.nativeRenderPassesEnabled by defaul…
axoloto Aug 12, 2025
4368c56
[UUM-113600] Add conditional shader renaming for Autodesk Interactive…
mseonkim-unity Aug 12, 2025
4ef2751
Render 3D as 2D v3 Tests
unity-cchu Aug 12, 2025
389738f
[2d] Update and Re-enable Graphic Test 082_2D_DynamicBatch_GPUSkinning
venkify Aug 12, 2025
0389cb9
[HDRP] Updated HDRP_Runtime 013 test to fix test instabilities.
olivierprat Aug 12, 2025
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4 changes: 4 additions & 0 deletions .gitattributes
Original file line number Diff line number Diff line change
Expand Up @@ -378,3 +378,7 @@ Editor/Resources/unity[[:space:]]editor[[:space:]]resources filter=lfs diff=lfs

# buginfo tools
/Tools/Unity.BugInfo.Coverage/bin/* filter=lfs diff=lfs merge=lfs -text

# search test cases
/Modules/QuickSearch/Tests/QuickSearch/Assets/Cases/UUM-113048/uum-113048.index filter=lfs diff=lfs merge=lfs -text

Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ Shader "Hidden/Universal/CoreBlitColorAndDepth"
#pragma editor_sync_compilation
// Core.hlsl for XR dependencies
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/BlitColorAndDepth.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/Runtime/Utilities/BlitColorAndDepth.hlsl"
ENDHLSL

SubShader
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Original file line number Diff line number Diff line change
@@ -1,4 +1,8 @@
# What's new in SRP Core 17.1 / Unity 6.1
# What's new in SRP Core 17 / Unity 6

**Note:** Starting with 17.2 (Unity 6.2), refer to [What’s new in Unity](xref:um-whats-new) for the latest updates and improvements.

## 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.

## Added
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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
@@ -0,0 +1,110 @@
using System;
using System.IO;
using UnityEngine;

namespace UnityEditor.RenderPipelines.Core
{
internal static class AssetCreationUtil
{
/// <summary>
/// Prompts the user to save a new <seealso cref="Shader"/> asset created from the shader template, and creates and <seealso cref="Material"/> with it.
/// </summary>
/// <param name="name">Default material name.</param>
/// <param name="callback">A delegate (callback) that will be invoked with the <see cref="Material"/>.</param>
/// <param name="shaderTemplateAssetPath">Path of the Shader Template file.</param>
internal static void CreateShaderAndMaterial(string name, Action<Material> callback, string shaderTemplateAssetPath)
{
CreateShader(
name,
(shader) =>
{
Material material = new Material(shader);
var path = AssetDatabase.GetAssetPath(shader);
AssetDatabase.CreateAsset(material, Path.Combine(Path.GetDirectoryName(path), Path.GetFileNameWithoutExtension(path) + ".mat"));
AssetDatabase.SaveAssetIfDirty(material);
AssetDatabase.Refresh(ImportAssetOptions.Default);
callback?.Invoke(material);
},
shaderTemplateAssetPath);
}

/// <summary>
/// Prompts the user to save a new <seealso cref="Material"/> asset created using the <paramref name="shader"/>.
/// </summary>
/// <param name="name">Default material name.</param>
/// <param name="callback">A delegate (callback) that will be invoked with the <see cref="Material"/>.</param>
/// <param name="shader"><seealso cref="Shader"/> to create the new <seealso cref="Material"/> with.</param>
internal static void CreateMaterial(string name, Action<Material> callback, Shader shader)
{
if (shader == null)
{
Debug.LogError($"Null Shader reference. Cannot create Material {name}.");
return;
}

CreateAsset(
name,
(materialPath) =>
{
Material material = new Material(shader);
AssetDatabase.CreateAsset(material, materialPath);
AssetDatabase.SaveAssetIfDirty(material);
AssetDatabase.Refresh(ImportAssetOptions.Default);
callback?.Invoke(material);
},
"mat",
typeof(Material)
);
}

internal static void CreateShader(string name, Action<Shader> callback, string shaderTemplateAssetPath)
{
if (!AssetDatabase.AssetPathExists(shaderTemplateAssetPath))
{
Debug.LogError($"Shader Template File missing at path: {shaderTemplateAssetPath}.");
return;
}

CreateAsset(
name,
(shaderPath) =>
{
string fileName = Path.GetFileNameWithoutExtension(shaderPath);
string templateCode = File.ReadAllText(shaderTemplateAssetPath);
templateCode = templateCode.Replace("#SCRIPTNAME#", fileName);
File.WriteAllText(shaderPath, templateCode);

AssetDatabase.Refresh();
AssetDatabase.ImportAsset(shaderPath);
Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(shaderPath);

callback?.Invoke(shader);
},
"shader",
typeof(Shader)
);
}

static void CreateAsset(string name, Action<string> callback = null, string extension = "asset", Type type = null)
{
AssetCreationCallback assetCreationCallback = ScriptableObject.CreateInstance<AssetCreationCallback>();
assetCreationCallback.callback = callback;
assetCreationCallback.extension = extension;

var icon = AssetPreview.GetMiniTypeThumbnail(type);
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, assetCreationCallback, name, icon, null, false);
}

class AssetCreationCallback : ProjectWindowCallback.EndNameEditAction
{
public Action<string> callback;
public string extension;

public override void Action(int instanceId, string pathName, string resourceFile)
{
string path = AssetDatabase.GenerateUniqueAssetPath(pathName + $".{extension}");
callback?.Invoke(path);
}
}
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,6 @@
[assembly: InternalsVisibleTo("Unity.RenderPipelines.Core.Editor.Shared")]
[assembly: InternalsVisibleTo("Unity.RenderPipelines.Core.Editor.Tests")]
[assembly: InternalsVisibleTo("Unity.RenderPipelines.HighDefinition.Editor.Tests")]
[assembly: InternalsVisibleTo("Unity.RenderPipelines.HighDefinition.Editor.Tests")]
[assembly: InternalsVisibleTo("Unity.RenderPipelines.Universal.Editor.Tests")]
[assembly: InternalsVisibleTo("Assembly-CSharp-Editor-testable")]

Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
area: SRP Settings
default:
area: SRP Settings

graphic-tools:
when:
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Original file line number Diff line number Diff line change
@@ -0,0 +1,89 @@
using System;
using System.Reflection;
using System.Runtime.CompilerServices;
using UnityEditor.LightBaking;

namespace UnityEngine.Rendering
{
partial class AdaptiveProbeVolumes
{
// This class is used to (1) access the internal class UnityEditor.LightBaking.BakePipelineDriver and (2) provide a slightly higher level API.
private sealed class BakePipelineDriver : IDisposable
{
// Keep in sync with the enum BakePipeline::Run::StageName
public enum StageName : int
{
Initialized,
Preprocess,
Bake,
PostProcess,
AdditionalBake,
Done
}

private readonly object _bakePipelineDriver;
private readonly Type _bakePipelineDriverType;

internal BakePipelineDriver()
{
_bakePipelineDriverType = Type.GetType("UnityEditor.LightBaking.BakePipelineDriver, UnityEditor");
bool newed = _bakePipelineDriverType != null;
Debug.Assert(newed, "Unexpected, could not find the type UnityEditor.LightBaking.BakePipelineDriver");
_bakePipelineDriver = newed ? Activator.CreateInstance(_bakePipelineDriverType) : null;
Debug.Assert(_bakePipelineDriver != null, "Unexpected, could not new up a BakePipelineDriver");
}

internal void StartBake(bool enablePatching, ref float progress, ref StageName stage)
{
SetEnableBakedLightmaps(false); // Additional only
SetEnablePatching(enablePatching);
Update(false, true, true, out progress, out stage);
}

internal bool RunInProgress()
{
if (!InvokeMethod(new object[] { }, out object result))
return false;

return result is true;
}

internal void Step(ref float progress, ref StageName stage) =>
Update(true, true, true, out progress, out stage);

private void SetEnableBakedLightmaps(bool enable) =>
InvokeMethod(new object[] { enable }, out _);

private void SetEnablePatching(bool enable) =>
InvokeMethod(new object[] { enable }, out _);

private void Update(bool isOnDemandBakeInProgress, bool isOnDemandBakeAsync, bool shouldBeRunning,
out float progress, out StageName stage)
{
object[] parameters = { isOnDemandBakeInProgress, isOnDemandBakeAsync, shouldBeRunning, -1.0f, -1 };
InvokeMethod(parameters, out _);
progress = (float)parameters[3];
stage = (StageName)parameters[4];
}

public void Dispose() =>
InvokeMethod(new object[] { }, out _);

private bool InvokeMethod(object[] parameters, out object result, [CallerMemberName] string methodName = "")
{
MethodInfo methodInfo = _bakePipelineDriverType.GetMethod(methodName, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
bool gotMethod = methodInfo != null;
Debug.Assert(gotMethod, $"Unexpected, could not find {methodName} on BakePipelineDriver");
if (!gotMethod)
{
result = null;
return false;
}

result = methodInfo.Invoke(_bakePipelineDriver, parameters);

return true;
}
}
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
Expand Up @@ -258,10 +258,18 @@ public static void DrawAdjustmentContent(SerializedProbeAdjustmentVolume seriali
options[i] = "Mask " + (i + 1);
}

EditorGUI.BeginChangeCheck();
int newMask = EditorGUILayout.MaskField(Styles.renderingLayerMask, serialized.renderingLayerMask.intValue, options);
if (EditorGUI.EndChangeCheck())
serialized.renderingLayerMask.uintValue = (uint)newMask;
if (options.Length == 0)
{
using (new EditorGUI.DisabledScope(true))
EditorGUILayout.MaskField(Styles.renderingLayerMask, 0, new[] { "Nothing" });
}
else
{
EditorGUI.BeginChangeCheck();
int newMask = EditorGUILayout.MaskField(Styles.renderingLayerMask, serialized.renderingLayerMask.intValue, options);
if (EditorGUI.EndChangeCheck())
serialized.renderingLayerMask.uintValue = (uint)newMask;
}
}
}
}
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Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
#pragma kernel DilateCell

#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch webgpu
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2 webgpu

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
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Original file line number Diff line number Diff line change
Expand Up @@ -148,7 +148,7 @@ public override void OnInspectorGUI()

if (ProbeVolumeLightingTab.GetLightingSettings().realtimeGI)
{
EditorGUILayout.HelpBox("Adaptive Probe Volumes are not supported when using Enlighten.", MessageType.Warning, wide: true);
EditorGUILayout.HelpBox("Adaptive Probe Volumes are not supported when using Realtime Global Illumination(Enlighten).", MessageType.Warning, wide: true);
drawInspector = false;
}

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Original file line number Diff line number Diff line change
Expand Up @@ -964,6 +964,9 @@ internal bool PrepareAPVBake(ProbeReferenceVolume prv)
if (!prv.isInitialized || !prv.enabledBySRP)
return false;

// Always baking with a fresh activeSet
activeSet = null;

// In case UI was never opened we have to setup some stuff
FindActiveSet();

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Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
#pragma kernel VoxelizeProbeVolumeData
#pragma kernel Subdivide

#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch webgpu
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2 webgpu

// #pragma enable_d3d11_debug_symbols

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Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal webgpu switch
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal webgpu switch switch2
#define UNIFIED_RT_GROUP_SIZE_X 64
#define UNIFIED_RT_GROUP_SIZE_Y 1

Expand Down
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