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Internal/2022.3/staging #8099

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Nov 1, 2024
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5c4b9c0
[Port] [2022.3] [UUM-76270] Fix resize and scrolling behavior of Cust…
svc-reach-platform-support Aug 23, 2024
3d8d833
[Port] [2022.3] Sg/uum 76198 remove context block delete option
svc-reach-platform-support Aug 23, 2024
51c7d93
[Port] [2022.3] fix camera offset in the UI editor for the RenderObje…
svc-reach-platform-support Aug 23, 2024
f315885
[VFX] Fix console error when starting Unity editor
julienamsellem Aug 26, 2024
bcfafab
[Port] [2022.3] [Unity 6][URP] Fixing an issue where Prefiltering dat…
svc-reach-platform-support Aug 27, 2024
af8acb8
[Port] [2022.3] Set no-op matrix for empty shadow-rendering.
amsXYZ Aug 28, 2024
4a9c3b6
[Port] [2022.3] SG integration: Read unexposed global properties from…
svc-reach-platform-support Aug 28, 2024
9ba66c2
[Port] [2022.3] Disable the LOD_FADE_CROSSFADE keyword in the URP mat…
svc-reach-platform-support Aug 28, 2024
87faa97
[Port] [2022.3] fix issue with EndCameraRendering being called before…
ApoorvaJ Aug 28, 2024
848d894
[Port][2022.3][HDRP] Fix issues with RTGI and RTR discrepancy when us…
pjbunity Sep 3, 2024
bc03efd
backport fix switch visual corruption
alelievr Sep 5, 2024
e6137e2
[Port] [2022.3] Only call MakeEditable on SG reimports triggered by a…
amsXYZ Sep 5, 2024
6751635
[Port] [2022.3] UniversalRenderer: Disable depth-priming for wirefram…
amsXYZ Sep 5, 2024
f5d04cb
Do not use 24 bit depth format in the Editor when Switch or Android b…
Paulm-Unity Sep 5, 2024
a3bc240
[Port] [2022.3] Sg/uum 76242 restore selection after undo
svc-reach-platform-support Sep 5, 2024
cd5be87
[Port] [2022.3] Fix a bug that Normal From Height node generates inco…
Sep 9, 2024
a9b717e
[Port] [2022.3] Fix 'Objects are trying to be loaded during a domain …
Sep 9, 2024
95ae88b
[Port] [2022.3] Fixed the BlockNode to display the name using Display…
svc-reach-platform-support Sep 10, 2024
403f40d
[Port] [2022.3] Fix a freeze when the Camera farClipPlane is set to I…
svc-reach-platform-support Sep 13, 2024
3619565
[Port] [2022.3] [HDRP] Fix sun flicker where the sun is close to clou…
mseonkim-unity Sep 13, 2024
8b6b0d3
[Port] [2022.3] Custom reflection probes without textures are no long…
svc-reach-platform-support Sep 19, 2024
bfe259f
[Port] [2022.3] [UMM-64133] Fixing hardware DRS half res downsample.
YohannVaastUnity Sep 20, 2024
852c37e
Backport UUM-29958 Wrong Blit Texture Source when using SetGlobalKeyword
RoseHirigoyen Sep 20, 2024
42aad88
[HDRP] [Backport] Fix for DOF artifact when resolution changes by DRS
Sep 30, 2024
8fd5a04
Fix UUM-77428 depth texture flickers on Adreno device when using Vuka…
skannan-rythmos Oct 1, 2024
ac8b91b
[2022][ShaderGraph] Remove exception from shader graph asset importer
Oct 7, 2024
073844f
Fix transfer of modified instanceID for URP
Adrian1066 Oct 7, 2024
278106a
[Port] [2022.3] Fix a bug that SG is reverted to its last saved state…
svc-reach-platform-support Oct 11, 2024
17dde53
[Port] [2022.3] Set the internal execute method of custom passes to v…
svc-reach-platform-support Oct 15, 2024
db1faaf
[Port] [2022.3] [VFX] Some Strip attributes don't behave correctly
gabrieldelacruz Oct 21, 2024
c3b84de
2022.3: Fix Overlay Camera Clear Depth ignored on some Android device…
Saiprasad945 Oct 21, 2024
1556aa4
[Port] [2022.3] Fix UUM-72639
svc-reach-platform-support Oct 21, 2024
4377649
[UUM-84842] Disabling HDRP 003 on PS4
christian-sasseville Oct 21, 2024
0fbf1c3
[Port] [2022.3] [UUM-64059] made ForwardLit and GBuffer passes of URP…
katana7755 Oct 23, 2024
c1786e9
[Port] [2022.3] [VFX] Render last particle in particle outputs with s…
svc-reach-platform-support Oct 24, 2024
cd52b23
[Port] [2022.3] Fix broken links and formatting in Shader Graph docs …
svc-reach-platform-support Oct 24, 2024
22bb859
[Port] [2022.3][URP] Fixing tooltips (UUM-83534)
svc-reach-platform-support Oct 28, 2024
0f6f0c2
[Unity 2022.3][URP] Fixing unset CameraToWorld matrix in shadow caste…
ellioman Oct 28, 2024
c4e6cb1
[Port] [2022.3][URP] Fixing an issue where ScreenSpaceShadows weren't…
ellioman Oct 28, 2024
d4d961c
[Port] [2022.3] [UUM-78803] Implement Main Light Direction node on bu…
svc-reach-platform-support Oct 28, 2024
df6f5c3
[Port] [2022.3] Fixed Foveated Rendering Shader Graph error on Mac
svc-reach-platform-support Oct 29, 2024
c7d5852
[Port] [2022.3] [SRPF] Fix an exception when delegate target is empty
svc-reach-platform-support Oct 29, 2024
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Backport UUM-29958 Wrong Blit Texture Source when using SetGlobalKeyword
JIRA: [UUM-29958](https://jira.unity3d.com/browse/UUM-29958)

Blit uses wrong texture source when using blit that sets texture using SetGlobalTexture right after a blit that sets texture using property block.
Based on the comments on the task, it looks like the expected behavior was that property blocks are cleared after each blit, but that wasn't happening. I added a clear after each blit that uses property block, so now they are indeed cleared after each blit and don't interfere with blits that use SetGlobalTexture
RoseHirigoyen authored and Evergreen committed Sep 20, 2024
commit 852c37ec517ddbe90c61e2b5e21304b41d4fdb3b
Original file line number Diff line number Diff line change
@@ -190,6 +190,7 @@ static private void DrawTriangle(CommandBuffer cmd, Material material, int shade
cmd.DrawMesh(s_TriangleMesh, Matrix4x4.identity, material, 0, shaderPass, s_PropertyBlock);
else
cmd.DrawProcedural(Matrix4x4.identity, material, shaderPass, MeshTopology.Triangles, 3, 1, s_PropertyBlock);
s_PropertyBlock.Clear();
}

static internal void DrawQuad(CommandBuffer cmd, Material material, int shaderPass)
@@ -198,6 +199,7 @@ static internal void DrawQuad(CommandBuffer cmd, Material material, int shaderPa
cmd.DrawMesh(s_QuadMesh, Matrix4x4.identity, material, 0, shaderPass, s_PropertyBlock);
else
cmd.DrawProcedural(Matrix4x4.identity, material, shaderPass, MeshTopology.Quads, 4, 1, s_PropertyBlock);
s_PropertyBlock.Clear();
}

/// <summary>
@@ -261,7 +263,7 @@ public static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 scale
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source);
DrawTriangle(cmd, material, pass);
}

/// <summary>
/// Blit a RTHandle texture
/// </summary>
@@ -311,7 +313,7 @@ public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source,
cmd.SetRenderTarget(destination, loadAction, storeAction);
DrawTriangle(cmd, material, pass);
}

/// <summary>
/// Blit a Texture with a given Material. Unity uses the reference name `_BlitTexture` to bind the input texture. Set the destination parameter before using this method.
/// </summary>