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2be27e2
Graphics/mesh/uum 131035 support fast enter play mode
UnityAske Apr 24, 2026
732b80a
[Fast Enter Play Mode] Reset static variables in LineRenderer
ludovic-theobald Apr 24, 2026
8428d90
[UUM-123232] Limit Shader Graph heatmap data array sizes
april-roszkowski Apr 24, 2026
2a8f7aa
Update Terrain Samples (Fix UUM-140720)
RemyUnity Apr 24, 2026
c5f7915
[UUM-140899] Disabling Verify_AliveParticleCount_Readback
christian-sasseville Apr 24, 2026
ff75796
Exposed serialized m_NumIterationsEnclosingSphere
dom-doorbar Apr 25, 2026
be93918
Remove RepaintData and Event parameter from Panel.Repaint
simonduf Apr 25, 2026
025b7e9
[2D] Support GPU skinning for Sprite Shadow / Unshadow
toru-unity Apr 27, 2026
92d9ab1
GFXLIGHT-2245 : Improved flat normal reconstruction for SurfaceCache
olivierprat Apr 27, 2026
aeb75ad
[UUM-140770][URP 2D][6000.6] Fix Inspector Preview window showing bla…
kennytann Apr 27, 2026
dd89c28
[content automatically redacted] touching PlatformDependent folder
karljj1 Apr 27, 2026
213327a
Fixed Cancel behavior for ObjectSelector With Confirmation
kirill-titov-u Apr 28, 2026
b890ecb
[VFX] GPU Events Support for New VFX Compiler
gabrieldelacruz Apr 28, 2026
c11b55c
Fix unstable ProfilingSampler tests (UUM-138435, UUM-138158)
alexey-zakharov Apr 28, 2026
cfbc35a
VFX out of bounds shader access fix
Adrian1066 Apr 28, 2026
b1f58b0
[ShaderGraph] Add toggle for subgraph deprecation
Apr 28, 2026
516ccf4
Add AMD-specific tolerance for URP graphics tests
laylaarab Apr 28, 2026
b2a0a7a
[VFX][Test] Reenable 44_SDFBakerSlices test on switch
ludovic-theobald Apr 28, 2026
8fe12b7
ObjectDispatcher Wrapper (to reduce redudant access to core assembly …
urasmus Apr 29, 2026
fcd03b1
Fix foveated rendering on dx12
aleksis-karastie Apr 29, 2026
995f4af
docg-8419: Fix Flipbook Player property visibility descriptions
ocarrere Apr 29, 2026
42e5275
[Graphics] Replace DEVELOPMENT_BUILD with new managed code variant de…
TautvydasZilys Apr 29, 2026
02e6876
UUM-138534: Fixed Main Preview not being updated properly in UITK sha…
alexandret-unity Apr 29, 2026
2c7d5dc
docg-8336: Add Transformations table from SL-UnityShaderVariables
ocarrere Apr 29, 2026
0b6b4bb
[RenderPipelines] Replace UNITY_64/PLATFORM_ARCH_64 usages with runti…
TautvydasZilys Apr 30, 2026
393e271
[ShaderGraph] restore tooltip for zoom step size
Apr 30, 2026
121dd14
[ShaderGraph] align SG project settings
Apr 30, 2026
af0adc2
[ShaderGraph] disable the context menu for main preview when prefers …
Apr 30, 2026
bfd3eed
Disable unstable Profiling test on StandaloneWindows
AngelaDematte Apr 30, 2026
6be90f0
[Switch2] Renabled test 015_FixedTime
Adrian1066 May 1, 2026
17cb9a3
Explicit sampling of directional and environment light in unified baker.
pema99 May 4, 2026
c17682a
[ShaderGraph] Address issue where linkage hints for reflected functio…
May 4, 2026
6af07f4
Fix light cookies in URP when using multiple directional lights and d…
pema99 May 4, 2026
e423cc9
[UUM-131202] Prune deleted cameras from URP CameraMetadataCache
arttu-peltonen May 4, 2026
ecd5d32
URP Renderer - When adding/removing scriptable render features refres…
alex-vazquez-unity3d May 4, 2026
23c1a4b
[VFX] Renable Verify_AliveParticleCount_Readback
PaulDemeulenaere May 4, 2026
b86b00b
[UUM-138262] Fix ConverterTests PPv2 conditional mismatch
lassond May 4, 2026
fa6e8a8
[HDRP] Fix Variable Rate Shading property overlapping siblings in Dra…
rolandk-unity May 5, 2026
1a93ba2
GFXLIGHT-2210 : Surface Cache PS5 support
olivierprat May 5, 2026
2497fe4
[content automatically redacted] touching Platforms folder
volkan-unity May 5, 2026
33ce60a
[ShaderGraph] Fix issue where reordering keyword enum options would n…
May 5, 2026
e04be93
UUM-141197 : Removed SSR shader vector truncation warning on Metal.
olivierprat May 5, 2026
537c52b
[ShaderGraph] Disable toggle for "generate material property" for qua…
May 5, 2026
156462a
[ShaderGraph] Fix drag and drop feedback on Mac
May 5, 2026
0b6d54c
PanelRenderer UIReloadCallback fixes
mcoted May 5, 2026
75eaee2
Fix for multiselection ShadowCaster2D creation issue
unity-cchu May 5, 2026
11c09dc
[UUM-139912] Fix Volume override not applied in Scene view when no ca…
arttu-peltonen May 5, 2026
0e33304
[GFXLIGHT-1912] UnifiedRayTracing: support for procedural primitives
yvain-raeymaekers May 5, 2026
ce5ebd6
[UUM-140900] Force preview compilation for Shader Graph nodes contain…
april-roszkowski May 6, 2026
ae2b290
DOCG-8538 - Added concept and instructions for HLSL reflection in Sha…
sebastienduverne May 6, 2026
f826a89
Added navigation to Shader Graph preferences ref page from the Unity …
sebastienduverne May 6, 2026
a11d482
[ShaderGraph] Improve resolution for light mode toolbar icons for SG
May 6, 2026
a84221e
Fixed an issue where pooled arrays would contain stale data and leak …
CianNoonanUnity May 6, 2026
6c031c7
[UUM-140957] Fix smearing in TAA introduced after a refactor + TAA qu…
jenniferd-unity May 6, 2026
b454ae7
Frame Debugger - Fix Preview icons broken & Memory consumption
YohannVaastUnity May 6, 2026
4861f32
test: Add graphics tests for shadow sprite bone deformation
karasusan May 7, 2026
fa6c36e
[UUM-141715] Disable unstable test
Daniel-Dobzinski May 7, 2026
7afb25e
[URP] Fix broken help URL on PostProcessData inspector (UUM-140371)
rolandk-unity May 7, 2026
91ee1a1
docg-8030: Replace edge with wire
ocarrere May 7, 2026
411a100
GCSafety: Convert VFX bindings to use generated marshalling
bholmes May 7, 2026
40219e6
Delete deprecated and defunct "Test Filters" assets
ludeum May 7, 2026
7a2f475
GFXLIGHT-1913: Procedural terrain ray marching for Unity Compute Ligh…
pigselated May 8, 2026
a232833
Implement volume-based SSAO with GTAO and temporal filtering support
mseonkim-unity May 8, 2026
75c018b
[VFX] Fixes in blackboard selection of custom attributes and properties
gabrieldelacruz May 8, 2026
46a2ce1
[GFXLIGHT-1583] Store indirect multiplier in BakeInput
pigselated May 8, 2026
c8bee7d
SurfaceCacheWorldAdapter Refactor 1
urasmus May 8, 2026
ce2389d
[RenderPipelines] Replace DEVELOPMENT_BUILD with new managed code var…
TautvydasZilys May 9, 2026
c760816
Stable Light Index Tracking using dataIndex in HDRP
nanho-lee May 11, 2026
1145324
Re-enable ignored Threading tests
arttu-peltonen May 11, 2026
c6477b1
[VFX] Ignore blackboard selection when displaying the contextual menu…
gabrieldelacruz May 11, 2026
a4028fb
[UUM-141869] Disable unstable ShaderGraph Editor test fixture
May 11, 2026
ed970ac
Fix NRE when assigning a Lens Flare SRP asset to a Lens Flare Data SR…
ApoorvaJ May 11, 2026
29c6f0e
Fix SupportedOnRenderPipeline/SupportedOnRenderer to not leave types …
arttu-peltonen May 12, 2026
6224962
Refactored UI Toolkit Vertex Definition to use less bytes and less da…
alexandret-unity May 12, 2026
b6bd44b
[UUM-142056] Disable unstable ShaderGraph Editor test
May 12, 2026
d592ba7
2D Profilers for Tilemap and Graphics
venkify May 12, 2026
b9a8732
Add more rules to the Serialization Rules Analyzer
SteenLund May 12, 2026
70a83c7
[VFX] Rework VFX Graph import workflow
julienf-unity May 12, 2026
5aef537
Support different heightmap resolutions in terrain ray marching
pigselated May 12, 2026
fdc6675
Disable unstable ShaderGraph tests
AngelaDematte May 12, 2026
3f45ea8
Re-eanble USE_LEGACY_LIGHTMAPS for all shaders when enabling GRD
giulia-u3d May 12, 2026
cdc26cd
Scale Environment and Emissive contribution in Surface Cache to match…
laylaarab May 12, 2026
ba62b9c
FXAA: Added 'static' classifer to global variable to fix DXC compilat…
EmreDoganUnity May 12, 2026
9c8b200
[SRP] Fix importing samples with dependencies from the all samples ta…
remi-chapelain May 12, 2026
8ef4328
[UUM-141000][6000.6][URP 2D] Fix quality settings not propagating to …
kennytann May 13, 2026
172b106
[UUM-141274][6000.6][URP 2D] Fix Light Batching Debugger not updating…
kennytann May 13, 2026
8823565
[UUM-141869] Disable unstable ShaderGraph Editor test fixture
May 13, 2026
bc1bdf0
Project Auditor: check URP issues are valid before reporting them
richardk-u3d May 13, 2026
817c8f6
Fix probe sorting in URP
May 14, 2026
0817a2d
Optimize SpriteRenderer blend shape active count and fix stale should…
toru-unity May 14, 2026
90c3f6a
SurfaceCache Core tests + GPU CI routing
belgaard May 14, 2026
6c900c0
Tweak SSR presets for URP, make the default settings match a preset.
pema99 May 14, 2026
18dc78f
Exclude PS5 on the PathIteratorTest in URP_GI
olivierprat May 14, 2026
67c06ce
Use VFS-aware file reads in ShaderGraph importers to support long paths
pablobayarri May 14, 2026
92dc2c8
[content automatically redacted] touching PlatformDependent folder
seungwon-oh May 14, 2026
cb7b864
Delete stale tests in Packages
ericksson May 15, 2026
f817d6a
[UUM-141781][6000.6][URP 2D] Fix Lens Flare NaN error when used with …
kennytann May 15, 2026
8f38937
Re-disable unstable Threading tests
arttu-peltonen May 15, 2026
ea8021c
[VFX] Avoid access of SystemInfo during compilation
PaulDemeulenaere May 15, 2026
15ca197
Lighting/uum 141983 apv clear on incompatible layout
belgaard May 15, 2026
0d6130e
Ray-marched terrain holes: tests and fixes
pigselated May 15, 2026
65d608e
Ignore WaveTest(ReadAtBroadcast,WAVE_SIZE_NATIVE) on Galaxy S20FE
arttu-peltonen May 18, 2026
5243549
[UUM-141743][6000.6][URP 2D] Fix Light2D serialization conflict
kennytann May 18, 2026
a387e77
[SRP][Shader] Change to UnityPlatforms redirection instead of NDA ren…
jmekh May 18, 2026
f2d6b0f
fixing a lot of typos, spaces, and broken link for UUM-141463
OrsonFavrel May 18, 2026
f4aa74c
[VFX] Prevent NaNs when previous and next tangents cancel each other
gabrieldelacruz May 18, 2026
fcfc0bb
[HDRP] Fix directional shadow truncation caused by spurious _ZClip pr…
belgaard May 18, 2026
c2b8446
[UUM-137796] Fix offscreen UI rendering for HDR Output with stacked a…
mseonkim-unity May 19, 2026
e966f8e
[UUM-142398] Fix preview generation for graphs using predefined keywords
april-roszkowski May 19, 2026
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Original file line number Diff line number Diff line change
Expand Up @@ -35,20 +35,31 @@ public class CoreBuildData : IDisposable
public List<RenderPipelineAsset> renderPipelineAssets { get; private set; } = new();

/// <summary>
/// Whether the build is a development build or not.
/// Whether the current build's managed code variant has <c>UNITY_ENABLE_CHECKS</c> defined
/// (Debug or Checked variant).
/// </summary>
public bool developmentBuild { get; private set; } = false;
/// <remarks>
/// Use this to gate inclusion of diagnostic shaders, resources, and other build-time decisions
/// that mirror C# code paths compiled under <c>#if UNITY_ENABLE_CHECKS</c>.
/// </remarks>
public bool useDiagnosticChecks { get; private set; } = false;

/// <summary>
/// Obsolete. Always returns <c>false</c>.
/// </summary>
[Obsolete("developmentBuild is no longer populated and always returns false. Use useDiagnosticChecks for stripping decisions that mirror UNITY_ENABLE_CHECKS-gated C# code.")]
public bool developmentBuild => false;

internal Dictionary<EntityId, ComputeShader> computeShaderCache { get; private set; } = new();

internal bool pipelineSupportGPUResidentDrawer { get; private set; } = false;
internal bool playerNeedGPUResidentDrawer { get; private set; } = false;

private CoreBuildData(BuildTarget buildTarget, bool development)
private CoreBuildData(BuildTarget buildTarget)
{
m_Instance = this;

developmentBuild = development;
useDiagnosticChecks = PlayerSettings.GetManagedCodeVariant(GetNamedBuildTarget(buildTarget)) <= ManagedCodeVariant.Checked;

if (!buildTarget.TryGetRenderPipelineAssets(renderPipelineAssets))
return;
Expand All @@ -63,7 +74,19 @@ private CoreBuildData(BuildTarget buildTarget, bool development)
}

private static CoreBuildData CreateInstance()
=> new(EditorUserBuildSettings.activeBuildTarget, EditorUserBuildSettings.development);
=> new(EditorUserBuildSettings.activeBuildTarget);

// NamedBuildTarget for buildTarget under the active subtarget (Player vs Server for Standalone).
private static NamedBuildTarget GetNamedBuildTarget(BuildTarget buildTarget)
{
var buildTargetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget);
if (buildTargetGroup == BuildTargetGroup.Standalone &&
EditorUserBuildSettings.standaloneBuildSubtarget == StandaloneBuildSubtarget.Server)
{
return NamedBuildTarget.Server;
}
return NamedBuildTarget.FromBuildTargetGroup(buildTargetGroup);
}

private void CheckGPUResidentDrawerUsage()
{
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,6 @@ class RenderingDebuggerRuntimeResourcesStripper : IRenderPipelineGraphicsSetting
{
public bool active => true;

public bool CanRemoveSettings(RenderingDebuggerRuntimeResources settings) => !CoreBuildData.instance.developmentBuild;
public bool CanRemoveSettings(RenderingDebuggerRuntimeResources settings) => !CoreBuildData.instance.useDiagnosticChecks;
}
}
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#if ENABLE_UIELEMENTS_MODULE && (UNITY_EDITOR || DEVELOPMENT_BUILD)
#if ENABLE_UIELEMENTS_MODULE && UNITY_ENABLE_CHECKS
#define ENABLE_RENDERING_DEBUGGER_UI
#endif

Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#if ENABLE_UIELEMENTS_MODULE && (UNITY_EDITOR || DEVELOPMENT_BUILD)
#if ENABLE_UIELEMENTS_MODULE && UNITY_ENABLE_CHECKS
#define ENABLE_RENDERING_DEBUGGER_UI
#endif

Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#if ENABLE_UIELEMENTS_MODULE && (UNITY_EDITOR || DEVELOPMENT_BUILD)
#if ENABLE_UIELEMENTS_MODULE && UNITY_ENABLE_CHECKS
#define ENABLE_RENDERING_DEBUGGER_UI
#endif

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -2,3 +2,4 @@

[assembly: InternalsVisibleTo("Unity.RenderPipelines.Core.Editor")]
[assembly: InternalsVisibleTo("Unity.RenderPipelines.HighDefinition.Editor")]
[assembly: InternalsVisibleTo("Unity.RenderPipelines.Universal.Editor")]
Original file line number Diff line number Diff line change
Expand Up @@ -10,5 +10,12 @@ public static void Show(UnityEngine.Object obj, Type requiredType, UnityEngine.O
{
UnityEditor.ObjectSelector.get.Show(obj, requiredType, objectBeingEdited, allowSceneObjects, allowedEntityIds, onObjectSelectorClosed, onObjectSelectedUpdated, showNoneItem);
}

public static void SetVisualSelection(EntityId entityId)
{
UnityEditor.ObjectSelector.get.SetVisualSelection(entityId);
}

public static bool isVisible => UnityEditor.ObjectSelector.isVisible;
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -1717,8 +1717,11 @@ Vector3Int GetCellPositionFromVoxel(Vector3Int voxelToLookup, int cellSizeInBric
continue;

// 3.
// Overwrite lighting data with trilinear sampled data from the brick with highest subdiv level
float brickSize = ProbeReferenceVolume.instance.BrickSize(largestBrick.subdivisionLevel - 1);
// Overwrite lighting data with trilinear sampled data from the brick with highest subdiv level.
// Use minBrickSize from m_ProfileInfo (live bake settings), not ProbeReferenceVolume.instance,
// because that runtime state is restored to the previous bake's snapshot at the end of
// ApplySubdivisionResults and would be stale here. UUM-141983.
float brickSize = ProbeVolumeUtil.BrickSize(minBrickSize, largestBrick.subdivisionLevel - 1);
float3 uvw = math.clamp((pos - (Vector3)largestBrick.position * minBrickSize) / brickSize, 0, 3);

var probe = Vector3Int.FloorToInt(uvw);
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#if ENABLE_UIELEMENTS_MODULE && (UNITY_EDITOR || DEVELOPMENT_BUILD)
#if ENABLE_UIELEMENTS_MODULE && UNITY_ENABLE_CHECKS
#define ENABLE_RENDERING_DEBUGGER_UI
#endif

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,6 @@
using Unity.Mathematics;
using UnityEngine;
using Unity.Collections.LowLevel.Unsafe;
using UnityEditor.LightBaking;
using MixedLightingMode = UnityEngine.MixedLightingMode;

// The types defined in this file should match the types defined in BakeInput.h.
Expand Down Expand Up @@ -253,15 +252,16 @@ internal struct LightingSettings : IBakeInputVisitable
public bool aoEnabled;
public float aoDistance;
public bool useHardwareRayTracing;
public bool enableHeightfieldRayTracing;

public LightSamplingMode directLightSamplingMode;
public UnityEngine.PathTracing.Core.LightSamplingMode directLightSamplingMode;
public uint directRISCandidateCount;
public LightSamplingMode indirectLightSamplingMode;
public UnityEngine.PathTracing.Core.LightSamplingMode indirectLightSamplingMode;
public UInt32 indirectRISCandidateCount;
public LightAccelerationStructure lightAccelerationStructure;
public uint lightGridMaxCells;
public EmissiveSamplingMode directEmissiveSamplingMode;
public EmissiveSamplingMode indirectEmissiveSamplingMode;
public UnityEngine.PathTracing.Core.EmissiveSamplingMode directEmissiveSamplingMode;
public UnityEngine.PathTracing.Core.EmissiveSamplingMode indirectEmissiveSamplingMode;

public void Transfer(IBakeInputVisitor visitor)
{
Expand All @@ -274,6 +274,7 @@ public void Transfer(IBakeInputVisitor visitor)
visitor.TransferBoolean(ref aoEnabled);
visitor.TransferBlittable(ref aoDistance);
visitor.TransferBoolean(ref useHardwareRayTracing);
visitor.TransferBoolean(ref enableHeightfieldRayTracing);

visitor.TransferBlittable(ref directLightSamplingMode);
visitor.TransferBlittable(ref directRISCandidateCount);
Expand Down Expand Up @@ -572,6 +573,7 @@ internal struct LightData : IBakeInputVisitable
public AngularFalloffType angularFalloff;
public bool castsShadows;
public UInt32 shadowMaskChannel;
public float indirectMultiplier;

public void Transfer(IBakeInputVisitor visitor)
{
Expand All @@ -592,6 +594,7 @@ public void Transfer(IBakeInputVisitor visitor)
visitor.TransferBlittable(ref angularFalloff);
visitor.TransferBoolean(ref castsShadows);
visitor.TransferBlittable(ref shadowMaskChannel);
visitor.TransferBlittable(ref indirectMultiplier);
}
}

Expand Down Expand Up @@ -951,7 +954,7 @@ internal static class BakeInputSerialization
{
// Should match BakeInputSerialization::kCurrentFileVersion in BakeInputSerialization.h.
// If these are out of sync, the implementation in this file probably needs to be updated.
const UInt64 CurrentFileVersion = 202603061;
const UInt64 CurrentFileVersion = 202605011;

public static bool Deserialize(string path, out BakeInput bakeInput)
{
Expand Down
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