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4cd0591
[Port] [6000.4] DOCG-8161 Document nested properties and keywords
markg-unity Dec 15, 2025
898b9b6
[Port] [6000.4] docg-7776: Specify how to select block space
svc-reach-platform-support Dec 15, 2025
80d4199
[Port] [6000.4] Fix BRG,GRD and EG on 16KiB cbuffer limited low end m…
svc-reach-platform-support Dec 15, 2025
0e88e84
[Port] [6000.4] Fix UUM-125596 AcesTonemap() half precision bug
svc-reach-platform-support Dec 16, 2025
34b8020
[Port] [6000.4] Graph Settings tab ref page update in Shader Graph docs
svc-reach-platform-support Dec 16, 2025
5da2bff
[Port] [6000.4] Added a new method to change Global Settings in Player
svc-reach-platform-support Dec 16, 2025
6407362
[Port] [6000.4] [HDRP] Fix for depth test issue for low-res transpare…
svc-reach-platform-support Dec 16, 2025
3fddc37
[Port] [6000.4] Manual backport: fix the FD issue by avoiding pooling…
YohannVaastUnity Dec 16, 2025
1236401
[Port] [6000.4] [VFX] Setup a minimum size for the point cache bake t…
svc-reach-platform-support Dec 16, 2025
5fa4e79
[Port] [6000.4] [VFX] Fixed group title has a smaller font size when …
svc-reach-platform-support Dec 16, 2025
c3939b0
[Port] [6000.4] [VFX] Enter key to validate the output context title
svc-reach-platform-support Dec 16, 2025
6ed9584
[Port] [6000.4] Add missing DEBUG_DISPLAY check to MixFogColor
svc-reach-platform-support Dec 16, 2025
454fafa
[Port] [6000.4] Fixed Screen Space Lens Flare mip bias 0
svc-reach-platform-support Dec 17, 2025
dfc056c
[Port] [6000.4] [Shader Graph] Fix for UUM-114439
svc-reach-platform-support Dec 17, 2025
a30476c
[Port] [6000.4] Adjust the header name on the VRS Runtime Resources g…
svc-reach-platform-support Dec 17, 2025
4c04599
[Port] [6000.4] Fix mppm asset database readonly by setting vfxmanage…
svc-reach-platform-support Dec 17, 2025
641a8fc
[Port] [6000.4] [UUM-130317][6000.5] Add back sort at root
svc-reach-platform-support Dec 18, 2025
05eddcd
[Port] [6000.4] Shader Graph documentation bugfixes Dec 2025
svc-reach-platform-support Dec 19, 2025
e3ce04a
[Port] [6000.4] [UUM-126022] Fix the Screen Space Overlay UI renderin…
svc-reach-platform-support Dec 20, 2025
146363b
[Port] [6000.4] Fix shader warning in TraceTransparentRays.urtshader
svc-reach-platform-support Dec 20, 2025
443f9e5
[Port] [6000.4] [Shader Graph] Toolbar Icons Fixes
svc-reach-platform-support Dec 22, 2025
4882743
[Backport 6000.4][URP 2D] Docs for Scriptable Renderer Feature 2D 6.4
kennytann Jan 2, 2026
e76f7aa
[Port] [6000.4] [HDRP] Fix DLSS & FSR2 black screen when CustomPass i…
svc-reach-platform-support Jan 5, 2026
53d665a
[Port] [6000.4] [SRP] Fix Water SSR
svc-reach-platform-support Jan 5, 2026
8d07517
[Port] [6000.4] URP: Fix screen-space decals in Deferred
svc-reach-platform-support Jan 5, 2026
15e307e
[Port] [6000.4] Removed old DebugLevel field from URP asset
svc-reach-platform-support Jan 6, 2026
359e9b8
[Port] [6000.4] Fix minor package sample issues
svc-reach-platform-support Jan 6, 2026
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Original file line number Diff line number Diff line change
Expand Up @@ -118,6 +118,7 @@ public class InternalRenderGraphContext
internal RenderGraphPass executingPass;
internal NativeRenderPassCompiler.CompilerContextData compilerContext;
internal bool contextlessTesting;
internal bool forceResourceCreation;
}

// InternalRenderGraphContext is public (but all members are internal)
Expand Down Expand Up @@ -1621,6 +1622,15 @@ public void BeginRecording(in RenderGraphParameters parameters)
m_RenderGraphContext.renderGraphPool = m_RenderGraphPool;
m_RenderGraphContext.defaultResources = m_DefaultResources;

// With the actual implementation of the Frame Debugger, we cannot re-use resources during the same frame
// or it breaks the rendering of the pass preview, since the FD copies the texture after the execution of the RG.
m_RenderGraphContext.forceResourceCreation =
#if UNITY_EDITOR || DEVELOPMENT_BUILD
FrameDebugger.enabled;
#else
false;
#endif

if (m_DebugParameters.immediateMode)
{
UpdateCurrentCompiledGraph(graphHash: -1, forceNoCaching: true);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1017,7 +1017,7 @@ internal bool CreatePooledResource(InternalRenderGraphContext rgContext, int typ
var resource = m_RenderGraphResources[type].resourceArray[index];
if (!resource.imported)
{
resource.CreatePooledGraphicsResource();
resource.CreatePooledGraphicsResource(rgContext.forceResourceCreation);

if (m_RenderGraphDebug.enableLogging)
resource.LogCreation(m_FrameInformationLogger);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -183,7 +183,7 @@ public virtual bool NeedsFallBack()
return requestFallBack && writeCount == 0;
}

public virtual void CreatePooledGraphicsResource() { }
public virtual void CreatePooledGraphicsResource(bool forceResourceCreation) { }
public virtual void CreateGraphicsResource() { }
public virtual void UpdateGraphicsResource() { }
public virtual void ReleasePooledGraphicsResource(int frameIndex) { }
Expand Down Expand Up @@ -231,7 +231,7 @@ public override void ReleaseGraphicsResource()
graphicsResource = null;
}

public override void CreatePooledGraphicsResource()
public override void CreatePooledGraphicsResource(bool forceResourceCreation)
{
Debug.Assert(m_Pool != null, "RenderGraphResource: CreatePooledGraphicsResource should only be called for regular pooled resources");

Expand All @@ -242,7 +242,7 @@ public override void CreatePooledGraphicsResource()

// If the pool doesn't have any available resource that we can use, we will create one
// In any case, we will update the graphicsResource name based on the RenderGraph resource name
if (!m_Pool.TryGetResource(hashCode, out graphicsResource))
if (forceResourceCreation || !m_Pool.TryGetResource(hashCode, out graphicsResource))
{
CreateGraphicsResource();
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ namespace UnityEngine.Rendering
/// </summary>
[Serializable]
[SupportedOnRenderPipeline]
[Categorization.CategoryInfo(Name = "R: VRS - Runtime Resources", Order = 1000)]
[Categorization.CategoryInfo(Name = "VRS - Runtime Resources", Order = 1000)]
public sealed class VrsRenderPipelineRuntimeResources : IRenderPipelineResources
{
/// <summary>
Expand All @@ -18,6 +18,7 @@ public sealed class VrsRenderPipelineRuntimeResources : IRenderPipelineResources
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;

[SerializeField]
[Tooltip("Compute shader used for converting textures to shading rate values")]
[ResourcePath("Runtime/Vrs/Shaders/VrsTexture.compute")]
ComputeShader m_TextureComputeShader;

Expand All @@ -31,6 +32,7 @@ public ComputeShader textureComputeShader
}

[SerializeField]
[Tooltip("Shader used when visualizing shading rate values as a color image")]
[ResourcePath("Runtime/Vrs/Shaders/VrsVisualization.shader")]
Shader m_VisualizationShader;

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -651,7 +651,7 @@ float3 AcesTonemap(float3 aces)

// --- Red modifier --- //
half hue = rgb_2_hue(half3(aces));
half centeredHue = center_hue(hue, RRT_RED_HUE);
float centeredHue = center_hue(hue, RRT_RED_HUE); // UUM-125596 Must be float for subsequent calculations
float hueWeight;
{
//hueWeight = cubic_basis_shaper(centeredHue, RRT_RED_WIDTH);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -294,7 +294,7 @@ void SetupDOTSInstanceSelectMasks() {}

#ifdef UNITY_DOTS_INSTANCING_UNIFORM_BUFFER
CBUFFER_START(unity_DOTSInstancing_IndirectInstanceVisibility)
float4 unity_DOTSInstancing_IndirectInstanceVisibilityRaw[4096];
float4 unity_DOTSInstancing_IndirectInstanceVisibilityRaw[1024];
CBUFFER_END
#else
ByteAddressBuffer unity_DOTSInstancing_IndirectInstanceVisibility;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ int _AnyHitDecision;

uint AnyHitExecute(UnifiedRT::HitContext hitContext, inout RayPayload payload)
{
payload.anyHits |= (1 << hitContext.InstanceID());
payload.anyHits |= (1u << hitContext.InstanceID());

return _AnyHitDecision;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -415,9 +415,6 @@ PreLightData GetPreLightData(float3 V, PositionInputs posInput, inout BSDFData b
// Grab the water profile of this surface
WaterSurfaceProfile profile = _WaterSurfaceProfiles[bsdfData.surfaceIndex];

// Make sure to apply the smoothness fade
EvaluateSmoothnessFade(posInput.positionWS, profile, bsdfData);

// Profile data
preLightData.tipScatteringHeight = profile.tipScatteringHeight;
preLightData.bodyScatteringHeight = profile.bodyScatteringHeight;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -4142,6 +4142,7 @@ TextureHandle LensFlareScreenSpacePass(RenderGraph renderGraph, HDCamera hdCamer

int ratio = (int)m_LensFlareScreenSpace.resolution.value;
Color tintColor = m_LensFlareScreenSpace.tintColor.value;
int bloomMip = m_LensFlareScreenSpace.bloomMip.value;

using (var builder = renderGraph.AddUnsafePass<LensFlareScreenSpaceData>("Lens Flare Screen Space", out var passData, ProfilingSampler.Get(HDProfileId.LensFlareScreenSpace)))
{
Expand All @@ -4151,7 +4152,10 @@ TextureHandle LensFlareScreenSpacePass(RenderGraph renderGraph, HDCamera hdCamer
passData.viewport = postProcessViewportSize;
passData.hdCamera = hdCamera;
passData.screenSpaceLensFlareBloomMipTexture = screenSpaceLensFlareBloomMipTexture;
builder.UseTexture(passData.screenSpaceLensFlareBloomMipTexture, AccessFlags.ReadWrite);
// NOTE: SSLF mip texture is usually the bloom.mip[N] and the BloomTexture is bloom.mip[0]. Sometimes N == 0 which causes double UseTexture error.
// Check if we are trying to use the same texture twice in the RG.
if(bloomMip != 0)
builder.UseTexture(passData.screenSpaceLensFlareBloomMipTexture, AccessFlags.ReadWrite);
passData.originalBloomTexture = originalBloomTexture;
builder.UseTexture(passData.originalBloomTexture, AccessFlags.ReadWrite);

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1606,7 +1606,7 @@ void DownsampleDepthForLowResTransparency(RenderGraph renderGraph, HDCamera hdCa
scaleBias.w = data.loadOffset.y;
}
natCmd.SetGlobalVector(HDShaderIDs._ScaleBias, scaleBias);

natCmd.SetGlobalTexture(HDShaderIDs._CameraDepthTexture, data.depthTexture);
natCmd.SetViewport(data.viewport);
natCmd.DrawProcedural(Matrix4x4.identity, data.downsampleDepthMaterial, 0, MeshTopology.Triangles, 3, 1, null);
});
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,9 @@ public partial class HDRenderPipelineAsset : RenderPipelineAsset<HDRenderPipelin
/// <inheritdoc/>
public override string renderPipelineShaderTag => HDRenderPipeline.k_ShaderTagName;

/// <inheritdoc/>
protected override bool requiresCompatibleRenderPipelineGlobalSettings => true;

[System.NonSerialized]
internal bool isInOnValidateCall = false;

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -555,8 +555,11 @@ private void InternalNVIDIARender(in DLSSPass.Parameters parameters, UpscalerRes
dlssViewData.presetDLAA = parameters.drsSettings.DLSSRenderPresetForDLAA;

dlssViewData.inputRes = new UpscalerResolution() { width = (uint)parameters.hdCamera.actualWidth, height = (uint)parameters.hdCamera.actualHeight };
dlssViewData.outputRes = new UpscalerResolution() { width = (uint)DynamicResolutionHandler.instance.finalViewport.x, height = (uint)DynamicResolutionHandler.instance.finalViewport.y };

dlssViewData.outputRes = new UpscalerResolution() {
width = (uint)parameters.hdCamera.finalViewport.width,
height = (uint)parameters.hdCamera.finalViewport.height
};

dlssViewData.jitterX = -parameters.hdCamera.taaJitter.x;
dlssViewData.jitterY = -parameters.hdCamera.taaJitter.y;
dlssViewData.reset = parameters.resetHistory;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -428,7 +428,10 @@ private void InternalAMDRender(
bool useCameraCustomAttributes = parameters.hdCamera.fidelityFX2SuperResolutionUseCustomAttributes;
var fsr2ViewData = new Fsr2ViewData();
fsr2ViewData.inputRes = new UpscalerResolution() { width = (uint)parameters.hdCamera.actualWidth, height = (uint)parameters.hdCamera.actualHeight };
fsr2ViewData.outputRes = new UpscalerResolution() { width = (uint)DynamicResolutionHandler.instance.finalViewport.x, height = (uint)DynamicResolutionHandler.instance.finalViewport.y };
fsr2ViewData.outputRes = new UpscalerResolution() {
width = (uint)parameters.hdCamera.finalViewport.width,
height = (uint)parameters.hdCamera.finalViewport.height
};
fsr2ViewData.jitterX = parameters.hdCamera.taaJitter.x;
fsr2ViewData.jitterY = parameters.hdCamera.taaJitter.y;
fsr2ViewData.reset = parameters.hdCamera.isFirstFrame;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,9 @@ void Frag(PackedVaryingsToPS packedInput,

// Compute the BSDF Data
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
WaterSurfaceProfile profile = _WaterSurfaceProfiles[bsdfData.surfaceIndex];
EvaluateSmoothnessFade(posInput.positionWS, profile, bsdfData);


// If the camera is in the underwater region of this surface and the the camera is under the surface
#if defined(SHADER_STAGE_FRAGMENT)
Expand Down
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