From 91da1eb3bce2410ce00be8269ef6d3c7554ea6ed Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Mon, 15 Dec 2025 17:15:41 +0000 Subject: [PATCH 01/24] [Port] [6000.3] Fix performance regression caused by incorrect Meta pass stripping --- .../Editor/BuildProcessors/HDRPBuildData.cs | 32 ++++++++ .../BuildProcessors/HDRPPreprocessBuild.cs | 3 + .../BuildProcessors/HDRPPreprocessShaders.cs | 7 +- .../Editor/ShaderBuildPreprocessor.cs | 23 ++++++ .../Editor/ShaderScriptableStripper.cs | 15 ++-- .../Editor/ShaderScriptableStripperTests.cs | 74 ++++++++++++++++++- .../Tests/Editor/ShaderStripToolTests.cs | 1 + 7 files changed, 146 insertions(+), 9 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPBuildData.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPBuildData.cs index efd8bfbdcec..17ec4f6a056 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPBuildData.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPBuildData.cs @@ -1,5 +1,6 @@ using System; using System.Collections.Generic; +using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.HighDefinition; @@ -16,6 +17,7 @@ internal class HDRPBuildData : IDisposable public List renderPipelineAssets { get; private set; } = new List(); public bool playerNeedRaytracing { get; private set; } public bool stripDebugVariants { get; private set; } = true; + public bool dynamicLightmapsUsed { get; private set; } public bool waterDecalMaskAndCurrent { get; private set; } public Dictionary rayTracingComputeShaderCache { get; private set; } = new(); public Dictionary computeShaderCache { get; private set; } = new(); @@ -69,6 +71,35 @@ public HDRPBuildData(BuildTarget buildTarget, bool isDevelopmentBuild) m_Instance = this; } + public void SetDynamicLightmapsUsedInBuildScenes() + { + dynamicLightmapsUsed = DynamicLightmapsUsedInBuildScenes(); + } + + static bool DynamicLightmapsUsedInBuildScenes() + { + var originalSetup = EditorSceneManager.GetSceneManagerSetup(); + + bool dynamicLightmapsUsed = false; + foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes) + { + if (!scene.enabled) continue; + + EditorSceneManager.OpenScene(scene.path, OpenSceneMode.Single); + + if (Lightmapping.HasDynamicGILightmapTextures()) + { + dynamicLightmapsUsed = true; + break; + } + } + + if (originalSetup.Length > 0) + EditorSceneManager.RestoreSceneManagerSetup(originalSetup); + + return dynamicLightmapsUsed; + } + public void Dispose() { renderPipelineAssets?.Clear(); @@ -76,6 +107,7 @@ public void Dispose() computeShaderCache?.Clear(); playerNeedRaytracing = false; stripDebugVariants = true; + dynamicLightmapsUsed = false; waterDecalMaskAndCurrent = false; buildingPlayerForHDRenderPipeline = false; runtimeShaders = null; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs index 5a9a93713c7..b75c370ff69 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs @@ -33,6 +33,9 @@ public void OnPreprocessBuild(BuildReport report) bool isDevelopmentBuild = (report.summary.options & BuildOptions.Development) != 0; m_BuildData = new HDRPBuildData(EditorUserBuildSettings.activeBuildTarget, isDevelopmentBuild); + // Since the HDRPBuildData instance is used in a lot of places, doing this check here ensures that it is done before the build starts. + m_BuildData.SetDynamicLightmapsUsedInBuildScenes(); + if (m_BuildData.buildingPlayerForHDRenderPipeline) { // Now that we know that we are on HDRP we need to make sure everything is correct, otherwise we break the build. diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs index c5ff8626778..bc6a6b9754f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs @@ -1,3 +1,4 @@ +using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.HighDefinition; @@ -70,8 +71,10 @@ protected override bool DoShadersStripper(HDRenderPipelineAsset hdrpAsset, Shade // Remove editor only pass bool isSceneSelectionPass = snippet.passName == "SceneSelectionPass"; bool isScenePickingPass = snippet.passName == "ScenePickingPass"; - bool metaPassUnused = (snippet.passName == "META") && (SupportedRenderingFeatures.active.enlighten == false || - ((int)SupportedRenderingFeatures.active.lightmapBakeTypes | (int)LightmapBakeType.Realtime) == 0); + + bool isEnlightenSupported = SupportedRenderingFeatures.active.enlighten && ((int)SupportedRenderingFeatures.active.lightmapBakeTypes | (int)LightmapBakeType.Realtime) != 0; + bool metaPassUnused = (snippet.passName == "META") && (!isEnlightenSupported || !HDRPBuildData.instance.dynamicLightmapsUsed); + bool editorVisualization = inputData.shaderKeywordSet.IsEnabled(m_EditorVisualization); if (isSceneSelectionPass || isScenePickingPass || metaPassUnused || editorVisualization) return true; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs index 1820f5fb93d..cb8e2eba1ba 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using UnityEditor.Build; using UnityEditor.Build.Reporting; +using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.Rendering.Universal; using UnityEngine.Rendering; @@ -133,6 +134,7 @@ class ShaderBuildPreprocessor : IPreprocessBuildWithReport, IPostprocessBuildWit public static bool s_Strip2DPasses; public static bool s_UseSoftShadowQualityLevelKeywords; public static bool s_StripXRVariants; + public static bool s_UsesDynamicLightmaps; public static List supportedFeaturesList { @@ -433,6 +435,27 @@ private static void GetEveryShaderFeatureAndUpdateURPAssets(List // The path for gathering shader features for normal shader stripping private static void HandleEnabledShaderStripping() { + var originalSetup = EditorSceneManager.GetSceneManagerSetup(); + + bool dynamicLightmapsUsed = false; + foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes) + { + if (!scene.enabled) continue; + + EditorSceneManager.OpenScene(scene.path, OpenSceneMode.Single); + + if (Lightmapping.HasDynamicGILightmapTextures()) + { + dynamicLightmapsUsed = true; + break; + } + } + + if (originalSetup.Length > 0) + EditorSceneManager.RestoreSceneManagerSetup(originalSetup); + + s_UsesDynamicLightmaps = dynamicLightmapsUsed; + s_Strip2DPasses = true; using (ListPool.Get(out List urpAssets)) { diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs index 0c69260274c..ff90a2ac701 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs @@ -31,6 +31,7 @@ internal interface IShaderScriptableStrippingData public bool stripUnusedVariants { get; set; } public bool stripUnusedPostProcessingVariants { get; set; } public bool stripUnusedXRVariants { get; set; } + public bool usesDynamicLightmaps { get; set; } public Shader shader { get; set; } public ShaderType shaderType { get; set; } @@ -70,6 +71,7 @@ internal struct StrippingData : IShaderScriptableStrippingData public bool stripUnusedVariants { get; set; } public bool stripUnusedPostProcessingVariants { get; set; } public bool stripUnusedXRVariants { get; set; } + public bool usesDynamicLightmaps { get; set; } public Shader shader { get; set; } public ShaderType shaderType { get => passData.shaderType; set{} } @@ -1062,15 +1064,17 @@ internal bool StripUnusedPass_2D(ref IShaderScriptableStrippingData strippingDat internal bool StripUnusedPass_Meta(ref IShaderScriptableStrippingData strippingData) { - // Meta pass is needed in the player for Enlighten Precomputed Realtime GI albedo and emission. + bool isEnlightenSupported = SupportedRenderingFeatures.active.enlighten && ((int)SupportedRenderingFeatures.active.lightmapBakeTypes | (int)LightmapBakeType.Realtime) != 0; + + // Meta pass is needed in the player for Enlighten Precomputed Realtime GI albedo and emission, as well as Surface Cache Global Illumination. if (strippingData.passType == PassType.Meta) { - if (SupportedRenderingFeatures.active.enlighten == false - || ((int)SupportedRenderingFeatures.active.lightmapBakeTypes | (int)LightmapBakeType.Realtime) == 0 + if ((!isEnlightenSupported || !strippingData.usesDynamicLightmaps) + #if SURFACE_CACHE - || !strippingData.IsShaderFeatureEnabled(ShaderFeatures.SurfaceCache) + && !strippingData.IsShaderFeatureEnabled(ShaderFeatures.SurfaceCache) #endif - ) + ) return true; } return false; @@ -1236,6 +1240,7 @@ public bool CanRemoveVariant([DisallowNull] Shader shader, ShaderSnippetData pas stripUnusedVariants = ShaderBuildPreprocessor.s_StripUnusedVariants, stripUnusedPostProcessingVariants = ShaderBuildPreprocessor.s_StripUnusedPostProcessingVariants, stripUnusedXRVariants = ShaderBuildPreprocessor.s_StripXRVariants, + usesDynamicLightmaps = ShaderBuildPreprocessor.s_UsesDynamicLightmaps, IsHDRDisplaySupportEnabled = PlayerSettings.allowHDRDisplaySupport, IsRenderCompatibilityMode = #if URP_COMPATIBILITY_MODE diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs index 87fd36b065d..8c102078f17 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs @@ -3,11 +3,9 @@ using NUnit.Framework; using UnityEditor.Rendering; using UnityEditor.Rendering.Universal; -using UnityEditor.VersionControl; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; -using UnityEngine.SocialPlatforms; using IShaderScriptableStrippingData = UnityEditor.Rendering.Universal.ShaderScriptableStripper.IShaderScriptableStrippingData; namespace ShaderStrippingAndPrefiltering @@ -31,6 +29,7 @@ internal struct TestStrippingData : IShaderScriptableStrippingData public bool stripUnusedVariants { get; set; } public bool stripUnusedPostProcessingVariants { get; set; } public bool stripUnusedXRVariants { get; set; } + public bool usesDynamicLightmaps { get; set; } public bool IsHDRDisplaySupportEnabled { get; set; } public bool IsRenderCompatibilityMode { get; set; } @@ -228,6 +227,7 @@ public void TestStripUnusedPass(string shaderName) helper.IsFalse(helper.stripper.StripUnusedPass(ref helper.data)); TestStripUnusedPass_2D(shader); + TestStripUnusedPass_Meta(shader); TestStripUnusedPass_XR(shader); TestStripUnusedPass_ShadowCaster(shader); TestStripUnusedPass_Decals(shader); @@ -250,6 +250,76 @@ public void TestStripUnusedPass_2D(Shader shader) helper.IsTrue(helper.stripper.StripUnusedPass(ref helper.data)); } + public void TestStripUnusedPass_Meta(Shader shader) + { + TestHelper helper; + + bool enlightenPrev = SupportedRenderingFeatures.active.enlighten; + LightmapBakeType lightmapBakeTypesPrev = SupportedRenderingFeatures.active.lightmapBakeTypes; + + SupportedRenderingFeatures.active.enlighten = false; + SupportedRenderingFeatures.active.lightmapBakeTypes = LightmapBakeType.Mixed | LightmapBakeType.Baked; + + helper = new TestHelper(shader, ShaderFeatures.None); + helper.data.usesDynamicLightmaps = false; + helper.data.passType = PassType.Meta; + helper.IsTrue(helper.stripper.StripUnusedPass_Meta(ref helper.data)); + helper.IsTrue(helper.stripper.StripUnusedPass(ref helper.data)); + + SupportedRenderingFeatures.active.enlighten = true; + SupportedRenderingFeatures.active.lightmapBakeTypes = LightmapBakeType.Mixed | LightmapBakeType.Baked; + helper = new TestHelper(shader, ShaderFeatures.None); + helper.data.usesDynamicLightmaps = false; + helper.data.passType = PassType.Meta; + helper.IsTrue(helper.stripper.StripUnusedPass_Meta(ref helper.data)); + helper.IsTrue(helper.stripper.StripUnusedPass(ref helper.data)); + + SupportedRenderingFeatures.active.enlighten = false; + SupportedRenderingFeatures.active.lightmapBakeTypes = LightmapBakeType.Realtime | LightmapBakeType.Mixed | LightmapBakeType.Baked; + helper = new TestHelper(shader, ShaderFeatures.None); + helper.data.usesDynamicLightmaps = false; + helper.data.passType = PassType.Meta; + helper.IsTrue(helper.stripper.StripUnusedPass_Meta(ref helper.data)); + helper.IsTrue(helper.stripper.StripUnusedPass(ref helper.data)); + + SupportedRenderingFeatures.active.enlighten = false; + SupportedRenderingFeatures.active.lightmapBakeTypes = LightmapBakeType.Mixed | LightmapBakeType.Baked; + helper = new TestHelper(shader, ShaderFeatures.None); + helper.data.usesDynamicLightmaps = true; + helper.data.passType = PassType.Meta; + helper.IsTrue(helper.stripper.StripUnusedPass_Meta(ref helper.data)); + helper.IsTrue(helper.stripper.StripUnusedPass(ref helper.data)); + + SupportedRenderingFeatures.active.enlighten = true; + SupportedRenderingFeatures.active.lightmapBakeTypes = LightmapBakeType.Realtime | LightmapBakeType.Mixed | LightmapBakeType.Baked; + helper = new TestHelper(shader, ShaderFeatures.None); + helper.data.usesDynamicLightmaps = true; + helper.data.passType = PassType.Meta; + helper.IsFalse(helper.stripper.StripUnusedPass_Meta(ref helper.data)); + helper.IsFalse(helper.stripper.StripUnusedPass(ref helper.data)); + +#if SURFACE_CACHE + SupportedRenderingFeatures.active.enlighten = false; + SupportedRenderingFeatures.active.lightmapBakeTypes = LightmapBakeType.Mixed | LightmapBakeType.Baked; + helper = new TestHelper(shader, ShaderFeatures.SurfaceCache); + helper.data.usesDynamicLightmaps = false; + helper.data.passType = PassType.Meta; + helper.IsFalse(helper.stripper.StripUnusedPass_Meta(ref helper.data)); + helper.IsFalse(helper.stripper.StripUnusedPass(ref helper.data)); + + SupportedRenderingFeatures.active.enlighten = true; + SupportedRenderingFeatures.active.lightmapBakeTypes = LightmapBakeType.Realtime | LightmapBakeType.Mixed | LightmapBakeType.Baked; + helper = new TestHelper(shader, ShaderFeatures.SurfaceCache); + helper.data.usesDynamicLightmaps = true; + helper.data.passType = PassType.Meta; + helper.IsFalse(helper.stripper.StripUnusedPass_Meta(ref helper.data)); + helper.IsFalse(helper.stripper.StripUnusedPass(ref helper.data)); +#endif + + // Restore previous SupportedRenderingFeatures values + SupportedRenderingFeatures.active.enlighten = enlightenPrev; + SupportedRenderingFeatures.active.lightmapBakeTypes = lightmapBakeTypesPrev; + } public void TestStripUnusedPass_XR(Shader shader) { diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderStripToolTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderStripToolTests.cs index bdc56e6804f..38376cf5ae7 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderStripToolTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderStripToolTests.cs @@ -30,6 +30,7 @@ internal struct TestStrippingData : IShaderScriptableStrippingData public bool stripUnusedVariants { get; set; } public bool stripUnusedPostProcessingVariants { get; set; } public bool stripUnusedXRVariants { get; set; } + public bool usesDynamicLightmaps { get; set; } public Shader shader { get; set; } public ShaderType shaderType { get; set; } From cf630c59d2a8ac908cfbff64d18cff3d8d976ffb Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Mon, 15 Dec 2025 17:15:42 +0000 Subject: [PATCH 02/24] [Port] [6000.3] Fix UUM-125596 AcesTonemap() half precision bug --- .../com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl index bf20910ed5f..47edf1fb58e 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl @@ -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); From 9db776cf7953bde44c36db7b1d90f14efc17d4dd Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Mon, 15 Dec 2025 17:15:44 +0000 Subject: [PATCH 03/24] [Port] [6000.3] Added a new method to change Global Settings in Player --- .../Runtime/RenderPipeline/HDRenderPipelineAsset.cs | 3 +++ .../Runtime/Data/UniversalRenderPipelineAsset.cs | 4 ++++ 2 files changed, 7 insertions(+) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs index 27c01bfbd55..a581dabfa79 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs @@ -27,6 +27,9 @@ public partial class HDRenderPipelineAsset : RenderPipelineAsset public override string renderPipelineShaderTag => HDRenderPipeline.k_ShaderTagName; + /// + protected override bool requiresCompatibleRenderPipelineGlobalSettings => true; + [System.NonSerialized] internal bool isInOnValidateCall = false; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs index 95087950abe..88f1a241813 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs @@ -1714,6 +1714,9 @@ public int numIterationsEnclosingSphere /// public override string renderPipelineShaderTag => UniversalRenderPipeline.k_ShaderTagName; + /// + protected override bool requiresCompatibleRenderPipelineGlobalSettings => true; + /// Names used for display of rendering layer masks. [Obsolete("This property is obsolete. Use RenderingLayerMask API and Tags & Layers project settings instead. #from(2023.3)")] public override string[] renderingLayerMaskNames => RenderingLayerMask.GetDefinedRenderingLayerNames(); @@ -2081,5 +2084,6 @@ public bool isStpUsed ; } } + } } From 41020eae0ffca4a5ef877d64042e8f54c2caedd6 Mon Sep 17 00:00:00 2001 From: Mark Green Date: Mon, 15 Dec 2025 17:15:45 +0000 Subject: [PATCH 04/24] [Port] [6000.3] DOCG-8161 Document nested properties and keywords --- .../Sub-Graph-Promote-Property.md | 43 +++++++++++++++++++ .../Documentation~/Sub-graphs.md | 1 + .../Documentation~/TableOfContents.md | 1 + 3 files changed, 45 insertions(+) create mode 100644 Packages/com.unity.shadergraph/Documentation~/Sub-Graph-Promote-Property.md diff --git a/Packages/com.unity.shadergraph/Documentation~/Sub-Graph-Promote-Property.md b/Packages/com.unity.shadergraph/Documentation~/Sub-Graph-Promote-Property.md new file mode 100644 index 00000000000..5c8965282e0 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Sub-Graph-Promote-Property.md @@ -0,0 +1,43 @@ +# Expose a Sub Graph property in the Inspector window + +To control a [Sub Graph](Sub-graphs.md) property or keyword from the Inspector window of a material, set the property or keyword as belonging to the main shader instead of the Sub Graph. This process is known as promoting the property, or creating a nested property. + +Promoting a property means the Sub Graph automatically exposes the property in the Inspector window of a material, and you don't need to create a duplicate property in the blackboard of the main shader graph. + +**Note:** When you promote a property, it no longer appears as an input port on the Sub Graph node in the parent shader graph. + +## Promote a Sub Graph property or keyword + +Follow these steps: + +1. Open the Sub Graph in the Shader Graph editor. +2. In the Blackboard, select the property or keyword you want to promote. +3. In the **Graph Inspector** window, select the **Node Settings** tab, then enable **Promote to final Shader**. +4. Save the Sub Graph. + +In the compiled shader code, the property or keyword is now promoted out of the Sub Graph and into the main shader. + +**Show In Inspector** is enabled by default, so the property or keyword appears in the Inspector window of any material that uses the Sub Graph. If the property or keyword is at the top level of the Blackboard, it appears under a foldout (triangle) that has the name of the Sub Graph. + +**Note**: You can't promote Gradient, Virtual Texture, or Sampler State property types. + +Enabling **Promote to final Shader** also means the property or keyword inherits the same parameters as a property or keyword in a regular shader graph. For example, you can set the scope as **Global** to control the property or keyword from C# instead of the Inspector window. For more information, refer to [Property types](Property-Types.md) and [Keyword parameter reference](Keywords-reference.md). + +## Expose a single property or keyword for multiple Sub Graphs + +To use the Unity Editor to control a single property or keyword across multiple Sub Graphs, for example to share a single property across Sub Graphs for rain, snow, and mud, follow these steps: + +1. In each Sub Graph, use the same name and type for the property or keyword. + + **Note:** The best practice is to use the same category name for each property or keyword. Otherwise Unity exposes multiple copies of the property or keyword, even though editing one still changes them all. For more information about categories, refer to [Using Blackboard categories](Blackboard.md#using-blackboard-categories). + +2. To promote the property or keyword from each Sub Graph, follow the steps in the previous section. +3. Add the Sub Graphs to a shader graph. Unity exposes a single instance of the promoted property or keyword. + +For an example of a promoted property, open the [template browser](template-browser.md) and select the **Terrain Standard 4 Layers** template. The template uses a nested property in the **Height Based Splat Modify** Sub Graph. + +## Additional resources + +- [Sub Graphs](Sub-graphs.md) +- [Property types](Property-Types.md) +- [Keywords](Keywords.md) diff --git a/Packages/com.unity.shadergraph/Documentation~/Sub-graphs.md b/Packages/com.unity.shadergraph/Documentation~/Sub-graphs.md index 1509138e1bf..78aafe11e28 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Sub-graphs.md +++ b/Packages/com.unity.shadergraph/Documentation~/Sub-graphs.md @@ -10,6 +10,7 @@ A Sub Graph is a type of shader graph that you include in other shader graphs. U | [Add inputs and outputs to a Sub Graph](Add-Inputs-Outputs-Sub-Graph.md) | To pass data in and out of a Sub Graph, create input and output ports. | | [Set default inputs for a Sub Graph](Sub-Graph-Default-Property-Values.md) | Add default values for the inputs of a Sub Graph. | | [Change the behavior of a Sub Graph with a dropdown](Change-Behaviour-Sub-Graph-Dropdown.md) | Add a Dropdown node to change the behavior of a Sub Graph using a dropdown menu. | +| [Expose a Sub Graph property in the Inspector window](Sub-Graph-Promote-Property.md) | Set a property or keyword as belonging to the main shader instead of a Sub Graph. This process is known as promoting the property, or creating a nested property. | | [Sub Graph asset](Sub-graph-Asset.md) | Learn about the Sub Graph asset. | ## Additional resources diff --git a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md index c8e8edbdf0b..25b7da9e0b7 100644 --- a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md +++ b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md @@ -32,6 +32,7 @@ * [Add inputs and outputs to a Sub Graph](Add-Inputs-Outputs-Sub-Graph.md) * [Set default inputs for a Sub Graph](Sub-Graph-Default-Property-Values.md) * [Change the behaviour of a Sub Graph](Change-Behaviour-Sub-Graph-Dropdown.md) + * [Expose a Sub Graph property in the Inspector window](Sub-Graph-Promote-Property.md) * [Sub Graph asset](Sub-graph-Asset.md) * [Sticky Notes](Sticky-Notes.md) * [Color Modes](Color-Modes.md) From 26960c9a1736d2f324fc0ce0ecad0c07ae23c1bb Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Mon, 15 Dec 2025 17:15:45 +0000 Subject: [PATCH 05/24] [Port] [6000.3] Fix BRG,GRD and EG on 16KiB cbuffer limited low end mobiles --- .../ShaderLibrary/UnityDOTSInstancing.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityDOTSInstancing.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityDOTSInstancing.hlsl index b934dac7c25..50b0029512e 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityDOTSInstancing.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityDOTSInstancing.hlsl @@ -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; From 192d60df03c6de041cd389705f7e9ce020b00819 Mon Sep 17 00:00:00 2001 From: Yohann Vaast Date: Wed, 17 Dec 2025 01:41:41 +0000 Subject: [PATCH 06/24] [Port] [6000.3] Manual backport: Fix the FD issue by avoiding pooling of textures --- .../Runtime/RenderGraph/RenderGraph.cs | 10 ++++++++++ .../Runtime/RenderGraph/RenderGraphResourceRegistry.cs | 2 +- .../Runtime/RenderGraph/RenderGraphResources.cs | 6 +++--- 3 files changed, 14 insertions(+), 4 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs index e161f8ddb4b..3d3c9d994e0 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs @@ -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) @@ -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); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs index c0bd921cef7..ce03e3429ac 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs @@ -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); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs index 0a34696ee40..14f0589f409 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs @@ -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) { } @@ -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"); @@ -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(); } From b383e08e085fb2159f5d078c61717416beca342c Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Wed, 17 Dec 2025 01:41:41 +0000 Subject: [PATCH 07/24] [Port] [6000.3] Add missing DEBUG_DISPLAY check to MixFogColor --- .../ShaderLibrary/ShaderVariablesFunctions.hlsl | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl index 8dd6e25d313..b10860d604b 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl @@ -470,9 +470,12 @@ half3 MixFogColor(half3 fragColor, half3 fogColor, half fogFactor) if (anyFogEnabled) { - half fogIntensity = ComputeFogIntensity(fogFactor); - // Workaround for UUM-61728: using a manual lerp to avoid rendering artifacts on some GPUs when Vulkan is used - fragColor = fragColor * fogIntensity + fogColor * (half(1.0) - fogIntensity); + if (IsFogEnabled()) + { + half fogIntensity = ComputeFogIntensity(fogFactor); + // Workaround for UUM-61728: using a manual lerp to avoid rendering artifacts on some GPUs when Vulkan is used + fragColor = fragColor * fogIntensity + fogColor * (half(1.0) - fogIntensity); + } } return fragColor; } From b96d1e777729aa0648c80b0f5d10a4f8615c5210 Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Wed, 17 Dec 2025 01:41:41 +0000 Subject: [PATCH 08/24] [Port] [6000.3] Adjust the header name on the VRS Runtime Resources graphics settings --- .../Runtime/Vrs/VrsRenderPipelineRuntimeResources.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/VrsRenderPipelineRuntimeResources.cs b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/VrsRenderPipelineRuntimeResources.cs index f1f02491c40..9fe8aa1ddb9 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/VrsRenderPipelineRuntimeResources.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/VrsRenderPipelineRuntimeResources.cs @@ -7,7 +7,7 @@ namespace UnityEngine.Rendering /// [Serializable] [SupportedOnRenderPipeline] - [Categorization.CategoryInfo(Name = "R: VRS - Runtime Resources", Order = 1000)] + [Categorization.CategoryInfo(Name = "VRS - Runtime Resources", Order = 1000)] public sealed class VrsRenderPipelineRuntimeResources : IRenderPipelineResources { /// @@ -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; @@ -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; From c06c09368d1f74df6bc061e5ea93626727fb6260 Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Wed, 17 Dec 2025 17:42:05 +0000 Subject: [PATCH 09/24] [Port] [6000.3] Fixed Screen Space Lens Flare mip bias 0 --- .../Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs index 49df9093fc3..b51abff79f4 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs @@ -4126,6 +4126,7 @@ 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("Lens Flare Screen Space", out var passData, ProfilingSampler.Get(HDProfileId.LensFlareScreenSpace))) { @@ -4135,7 +4136,10 @@ 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); From f3a0b0c0e2345f8601e93752c7fac47ea36d9802 Mon Sep 17 00:00:00 2001 From: Kyla Purcell Date: Wed, 17 Dec 2025 17:42:06 +0000 Subject: [PATCH 10/24] MPPM Fix asset database is read only error by setting VFXManager as dirty --- Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs index 7333b3bb253..098488572aa 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs @@ -214,6 +214,8 @@ static void CheckCompilationVersion() compiledVersionProperty.intValue = (int)VFXGraphCompiledData.compiledVersion; runtimeVersionProperty.intValue = (int)VisualEffectAsset.currentRuntimeDataVersion; serializedVFXManager.ApplyModifiedProperties(); + EditorUtility.SetDirty(vfxmanager); + AssetDatabase.SaveAssets(); AssetDatabase.StartAssetEditing(); try From 0b4dc6592b218509253882954ee4c18b4e6126ea Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Wed, 17 Dec 2025 17:42:06 +0000 Subject: [PATCH 11/24] [Port] [6000.3] [Shader Graph] Fix for UUM-114439 --- .../Scripts/Runtime/CustomToggle.cs | 28 ++++--------------- 1 file changed, 5 insertions(+), 23 deletions(-) diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomToggle.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomToggle.cs index 78f076b33b8..c952b694feb 100644 --- a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomToggle.cs +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomToggle.cs @@ -61,6 +61,7 @@ public Graphic Graphic protected override void Awake() { base.Awake(); + onValueChanged.AddListener((x) => UpdateMaterial()); } #if UNITY_EDITOR @@ -85,31 +86,13 @@ protected override void OnValidate() if (!PrefabUtility.IsPartOfPrefabAsset(this) && !Application.isPlaying) CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this); - UpdateMaterial(true); + UpdateMaterial(); } #endif - public void UpdateMaterial(bool findGroupToggles = false) + public void UpdateMaterial() { - if (group != null) - { - if (findGroupToggles) // only used in Edit mode when ToggleGroup isn't initialized already - { - foreach (var t in FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None)) - if (t.group == group) - t.Graphic.SetMaterialDirty(); - } - else - { - foreach(var t in group.ActiveToggles()) - if (t is CustomToggle customToggle) - customToggle.Graphic.SetMaterialDirty(); - } - } - else - { - Graphic.SetMaterialDirty(); - } + Graphic.SetMaterialDirty(); } protected override void DoStateTransition(SelectionState state, bool instant) @@ -122,7 +105,6 @@ protected override void DoStateTransition(SelectionState state, bool instant) public virtual Material GetModifiedMaterial(Material baseMaterial) { _material ??= new(baseMaterial); - _material.CopyPropertiesFromMaterial(baseMaterial); if (_material.HasFloat(StatePropertyId)) @@ -130,7 +112,7 @@ public virtual Material GetModifiedMaterial(Material baseMaterial) if (_material.HasFloat(IsOnPropertyId)) _material.SetFloat(IsOnPropertyId, isOn ? 1 : 0); - + return _material; } From 63e10cebe813bc0c430c9bedebdc2fc478ac9c98 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?S=C3=A9bastien=20Duverne?= Date: Thu, 18 Dec 2025 11:03:07 +0000 Subject: [PATCH 12/24] [Port] [6000.3] Graph Settings tab ref page update in Shader Graph docs --- .../Documentation~/Graph-Settings-Tab.md | 45 ++++++++++++++---- .../images/GraphSettings_Menu.png | Bin 18408 -> 0 bytes 2 files changed, 35 insertions(+), 10 deletions(-) delete mode 100644 Packages/com.unity.shadergraph/Documentation~/images/GraphSettings_Menu.png diff --git a/Packages/com.unity.shadergraph/Documentation~/Graph-Settings-Tab.md b/Packages/com.unity.shadergraph/Documentation~/Graph-Settings-Tab.md index 038ddf6665a..9f7969f1478 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Graph-Settings-Tab.md +++ b/Packages/com.unity.shadergraph/Documentation~/Graph-Settings-Tab.md @@ -1,15 +1,40 @@ -# Graph Settings Tab +# Graph Settings tab reference -## Description +Use the **Graph Settings** tab in the [Graph Inspector](Internal-Inspector.md) window to change settings that affect the current shader graph as a whole. -The **Graph Settings** tab on the **[Graph Inspector](Internal-Inspector.md)** make it possible to change settings that affect the Shader Graph as a whole. +## General properties -![](images/GraphSettings_Menu.png) +| Property | Description | +| :--- | :--- | +| **Precision** | Select a default [Precision Mode](Precision-Modes.md) for the entire graph. You can override the precision mode at the node level in your graph. | +| **Preview** | Select your preferred preview mode for the nodes that support preview. The options are:
  • **Inherit**: The Unity Editor automatically selects the preview mode to use.
  • **Preview 2D**: Renders the output of the sub graph as a flat two-dimensional preview.
  • **Preview 3D**: Renders the output of the sub graph on a three-dimensional object such as a sphere.
This property is available only in [sub graphs](Sub-graph.md). | -### Graph Settings options +## Target Settings -| Menu Item | Description | -|:----------|:------------| -| Precision | A [Precision Mode](Precision-Modes.md) drop-down menu that lets you set the default precision for the entire graph. You can override the Precision setting here at the node level in your graph.| -| Preview Mode | (Subgraphs only) Your options are **Inherit**, **Preview 2D**, and **Preview 3D**. | -| Active Targets | A list that contains the Targets you've selected. You can add or remove entries using the Add (**+**) and Remove (**-**) buttons.
Shader Graph supports three targets: the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html), the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/index.html), and [Built-In Render Pipeline](https://docs.unity3d.com/2020.3/Documentation/Manual/render-pipelines). Target-specific settings appear below the standard setting options. The displayed Target-specific settings change according to which Targets you select. | +Add or remove graph targets to the current shader graph and set target properties according to the selected material type. + +### Active Targets + +A list that contains the [graph targets](Graph-Target.md) selected for the current shader graph. Select the **Add (+)** and **Remove (−)** buttons to add or remove **Active Targets**. + +Shader Graph supports the following target types: +* **Custom Render Texture**: Shaders for updating [Custom Render Textures](Custom-Render-Texture.md). +* **Built-in**: Shaders for Unity’s [Built-In Render Pipeline](xref:built-in-render-pipeline). +* **Universal**: Shaders for the [Universal Render Pipeline (URP)](xref:um-universal-render-pipeline), available only if your project uses URP. +* **HDRP**: Shaders for the [High Definition Render Pipeline (HDRP)](xref:high-definition-render-pipeline), available only if your project uses HDRP. + +### Target properties + +Each graph target added in the list of **Active Targets** has its own set of properties. + +| Property | Description | +| :--- | :--- | +| **Material** | Selects a material type for the target. The available options depend on the current target type. | +| Other properties (contextual) | A set of material and shader related properties that correspond to the current target type and the **Material** you select for the target.
  • For Universal (URP) target properties, refer to [Shader graph material Inspector window reference for URP](xref:um-shaders-in-universalrp-reference).
  • For HDRP target properties, refer to HDRP's [Shader Graph materials reference](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/shader-graph-materials-reference.html).
| +| **Custom Editor GUI** | Renders a custom editor GUI in the Inspector window of the material. Enter the name of the GUI class in the field. For more information, refer to [Control material properties in the Inspector window](xref:um-writing-shader-display-types) and [Custom Editor block in ShaderLab reference](xref:um-sl-custom-editor). | +| **Support VFX Graph** | Enables this shader graph to support the [Visual Effect Graph](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest) to render particles.
**Note**: This option is only available for certain material types. | + +## Additional resources + +- [Precision Modes](Precision-Modes.md) +- [Graph targets](Graph-Target.md) diff --git a/Packages/com.unity.shadergraph/Documentation~/images/GraphSettings_Menu.png b/Packages/com.unity.shadergraph/Documentation~/images/GraphSettings_Menu.png deleted file mode 100644 index 33717fc6f610277e93bb0b3ea04074ca9df1b56e..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 18408 zcmeIaXIN9wx-M!56r>AC3891Z-XjpIv>*yflU}3H4xxVTx;L8&f5E&=RWuM`N0zibADrvImh_Q`@Y|d(AQNbyLtEKrAwE{G&P_G zmo8m~T)K4SGVu-I8;D{p7WlaAX`rrrsd#|tH}JB97$0d_&5V!uu-XeZ)>0HMN9DXIlPHVo)x`cl1zRN@ViO>4nVfZpp#?v)*NWxwSMe;T81>v{S#0shRAced;B;W$l+tzzMduD5O z`2@rqkH0%vOsHhlJl&ja3Tl@XH8-BK%qkdwgohA&HTZ$G# z0fskoi*PDFNXVJbL7&*5jhy#pUv|(LetjH$_DY>&cjTd-EuGm*Sfx;h3b{hk?8~1z zLrtO{12U^NM&`b@m3qXmoa%13o+RGMYz6=FU%$-hPKPAD){VK-`!l5MxpM+=uU*0t zTvO+&#?7$5%81sudwCQZs^&F(c{Z_Gmmc0$+y>Um7i=j 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zTIH(})&WgDll}Qg2TQlC1y8V$(kH0nIN~5)opBd%n-4LZ5O1tc?3Knr)6);c$ehOHFRLnV2d|pXq(NLjH{&Q{8yCO;2Y76cbS5LmU^wD=P$DNMBI)5 zokoM_)I}rX_CLn(A){oqpkhj05cCdpVWCbF!bk-o(yX`d0%F?AgZ9e_Ihb)WfJ(bT z2i|?uv=?yHt!55_JzSUaTK`FRAGqZo!mPIgtO6BPd}H^`RpyPMh_VcBWgPYfA2%SY z`%fm875@ly5f9=B1xP^L1a#nS`p=!1@1dxc!w+@wK+K>NWI+)D+^cfHf3Xe!%iA;l zeZvE9|M-^(>VK3w{huXj|9BtA|F!sk@8f@aNz4C_MIp|QZY77vGm2P2UveuG!#JCE zv$kw5UPW`mN01NA9xL5KIUNsl`jMcT!j_2&`_zoZs#U-tJYv!2B#Tyy!KV1jjOo`x xDNtI%f#C!z*I;FUZiCkRM^+T)W_M16{PduYEc;Oq@OGX{nyR|cV&!LV{~tD%aC-m% From bf6db15b3a4cd9fc798d64ca4023a95dbd6661da Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Thu, 18 Dec 2025 18:28:07 +0000 Subject: [PATCH 13/24] [Port] [6000.3] [UUM-130317][6000.5] Add back sort at root --- .../2D/Overrides/SortingGroupEditor2DURP.cs | 109 ++++++++++-------- 1 file changed, 64 insertions(+), 45 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/Overrides/SortingGroupEditor2DURP.cs b/Packages/com.unity.render-pipelines.universal/Editor/2D/Overrides/SortingGroupEditor2DURP.cs index 1c69efee40f..cc3a0064490 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/2D/Overrides/SortingGroupEditor2DURP.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/Overrides/SortingGroupEditor2DURP.cs @@ -1,101 +1,120 @@ -using UnityEditorInternal; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEditor { - [CustomEditor(typeof(UnityEngine.Rendering.SortingGroup))] + [CustomEditor(typeof(SortingGroup))] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [CanEditMultipleObjects] internal class SortingGroupEditor2DURP : SortingGroupEditor { - private static class Styles + private enum SortType { - public static GUIContent sort3DAs2D = EditorGUIUtility.TrTextContent("Sort 3D as 2D", "Clears z values on 3D meshes affected by a Sorting Group allowing them to sort with other 2D objects and Sort 3D as 2D sorting groups."); + Default, + SortAtRoot, + Sort3DAs2D + } + + private static class GUIStyles + { + public static GUIContent Default = EditorGUIUtility.TrTextContent("Sorting Type", + "Default sorting based on sorting layer and sorting order."); + + public static GUIContent sortAtRootStyle = EditorGUIUtility.TrTextContent("Sorting Type", + "Ignores all parent Sorting Groups and sorts at the root level against other Sorting Groups and Renderers"); + + public static GUIContent sort3DAs2D = EditorGUIUtility.TrTextContent("Sorting Type", + "Clears z values on 3D meshes affected by a Sorting Group allowing them to sort with other 2D objects and Sort 3D as 2D sorting groups. This option also enables Sort At Root"); } - private SerializedProperty m_SortingOrder; - private SerializedProperty m_SortingLayerID; private SerializedProperty m_Sort3DAs2D; + private SortType m_SortType; public override void OnEnable() { base.OnEnable(); - alwaysAllowExpansion = true; - m_SortingOrder = serializedObject.FindProperty("m_SortingOrder"); - m_SortingLayerID = serializedObject.FindProperty("m_SortingLayerID"); m_Sort3DAs2D = serializedObject.FindProperty("m_Sort3DAs2D"); + + // Initialize m_SortType + m_SortType = m_Sort3DAs2D.boolValue ? SortType.Sort3DAs2D : m_SortAtRoot.boolValue ? SortType.SortAtRoot : SortType.Default; } - public RenderAs2D TryToFindCreatedRenderAs2D(SortingGroup sortingGroup) + void OnInspectorGUIFor2D() { - RenderAs2D[] renderAs2Ds = sortingGroup.GetComponents(); - foreach (RenderAs2D renderAs2D in renderAs2Ds) - { - if (renderAs2D.IsOwner(sortingGroup)) - return renderAs2D; - } + serializedObject.Update(); - return null; - } + SortingLayerEditorUtility.RenderSortingLayerFields(m_SortingOrder, m_SortingLayerID); - bool DrawToggleWithLayout(bool flatten, GUIContent content) - { - Rect rect = EditorGUILayout.GetControlRect(); - var boolValue = EditorGUI.Toggle(rect, content, flatten); - return boolValue; - } + var prevSortType = m_SortType; + var label = m_Sort3DAs2D.boolValue ? GUIStyles.sort3DAs2D : m_SortAtRoot.boolValue ? GUIStyles.sortAtRootStyle : GUIStyles.Default; + m_SortType = (SortType)EditorGUILayout.EnumPopup(label, m_SortType); - void DirtyScene() - { - UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEngine.SceneManagement.SceneManager.GetActiveScene()); - } + if (prevSortType != m_SortType) + { + switch (m_SortType) + { + case SortType.SortAtRoot: + m_SortAtRoot.boolValue = true; + m_Sort3DAs2D.boolValue = false; + break; + + case SortType.Sort3DAs2D: + m_SortAtRoot.boolValue = true; + m_Sort3DAs2D.boolValue = true; + break; + + default: + m_SortAtRoot.boolValue = false; + m_Sort3DAs2D.boolValue = false; + break; + } + } - void RenderSort3DAs2D() - { - EditorGUILayout.PropertyField(m_Sort3DAs2D, Styles.sort3DAs2D); foreach (var target in targets) { SortingGroup sortingGroup = (SortingGroup)target; + GameObject go = sortingGroup.gameObject; + go.TryGetComponent(out RenderAs2D renderAs2D); + if (sortingGroup.sort3DAs2D) { - GameObject go = sortingGroup.gameObject; - go.TryGetComponent(out RenderAs2D renderAs2D); - if (renderAs2D != null && !renderAs2D.IsOwner(sortingGroup)) { - Component.DestroyImmediate(renderAs2D, true); + DestroyImmediate(renderAs2D, true); renderAs2D = null; } - if(renderAs2D == null) + if (renderAs2D == null) { Material mat = AssetDatabase.LoadAssetAtPath("Packages/com.unity.render-pipelines.universal/Runtime/Materials/RenderAs2D-Flattening.mat"); renderAs2D = go.AddComponent(); renderAs2D.Init(sortingGroup); renderAs2D.material = mat; - EditorUtility.SetDirty(sortingGroup.gameObject); + EditorUtility.SetDirty(go); + } + } + else + { + if (renderAs2D != null) + { + DestroyImmediate(renderAs2D, true); + renderAs2D = null; } } } + + serializedObject.ApplyModifiedProperties(); } public override void OnInspectorGUI() { - serializedObject.Update(); - var rpAsset = UniversalRenderPipeline.asset; if (rpAsset != null && (rpAsset.scriptableRenderer is Renderer2D)) - { - SortingLayerEditorUtility.RenderSortingLayerFields(m_SortingOrder, m_SortingLayerID); - RenderSort3DAs2D(); - } + OnInspectorGUIFor2D(); else base.OnInspectorGUI(); - - serializedObject.ApplyModifiedProperties(); } } } From 7127521a479355f67f0f6cfbffd8487ad65a1f07 Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Thu, 18 Dec 2025 18:28:07 +0000 Subject: [PATCH 14/24] [Port] [6000.3] Fixed ClearDispatchIndirect being passed incorrect group size. --- .../Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs index 0d59965a8aa..301434c012f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs @@ -374,7 +374,7 @@ static void BuildDispatchIndirectArguments(BuildGPULightListPassData data, bool // clear dispatch indirect buffer cmd.SetComputeBufferParam(data.clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, data.output.dispatchIndirectBuffer); - cmd.DispatchCompute(data.clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, 1, 1, 1); + cmd.DispatchCompute(data.clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, HDUtils.DivRoundUp(LightDefinitions.s_NumFeatureVariants, k_ThreadGroupOptimalSize), 1, data.viewCount); // add tiles to indirect buffer cmd.SetComputeBufferParam(data.buildDispatchIndirectShader, s_BuildIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, data.output.dispatchIndirectBuffer); From fcc7b75280030b5c9df3023b56cf5cbe4978945b Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Fri, 19 Dec 2025 19:24:25 +0000 Subject: [PATCH 15/24] [Port] [6000.3] Shader Graph documentation bugfixes Dec 2025 --- .../Documentation~/Custom-Render-Texture-Nodes.md | 6 +++--- .../com.unity.shadergraph/Documentation~/TableOfContents.md | 4 ++-- .../Documentation~/template-browser.md | 2 +- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Packages/com.unity.shadergraph/Documentation~/Custom-Render-Texture-Nodes.md b/Packages/com.unity.shadergraph/Documentation~/Custom-Render-Texture-Nodes.md index 2ae0b3724bd..34a482954f0 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Custom-Render-Texture-Nodes.md +++ b/Packages/com.unity.shadergraph/Documentation~/Custom-Render-Texture-Nodes.md @@ -4,6 +4,6 @@ Access properties and data of custom render textures, including size, slice inde | **Topic** | **Description** | |--------------------------------------------------------|----------------------------------------------------------------| -| [Custom Render Texture Slice](Custom-Texture-Slice.md) | Access the custom render texture slice index and cubemap face. | -| [Custom Render Texture Size](Custom-Texture-Size.md) | Access the custom render texture size. | -| [Custom Render Texture Self](Custom-Texture-Self.md) | Access the custom render texture from the previous update. | +| [Custom Render Texture Self](Custom-Render-Texture-Self-Node.md) | Access the custom render texture from the previous update. | +| [Custom Render Texture Size](Custom-Render-Texture-Size-Node.md) | Access the custom render texture size. | +| [Slice Index / Cubemap Face](Slice-Index-Cubemap-Face-Node.md) | Access the custom render texture slice index and cubemap face. | diff --git a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md index 25b7da9e0b7..9bc453d206a 100644 --- a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md +++ b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md @@ -90,7 +90,7 @@ * [Custom Render Texture](Custom-Render-Texture-Nodes.md) * [Self](Custom-Render-Texture-Self-Node.md) * [Size](Custom-Render-Texture-Size-Node.md) - * [Slice](Slice-Index-Cubemap-Face-Node.md) + * [Slice Index / Cubemap Face](Slice-Index-Cubemap-Face-Node.md) * [Dropdown](Dropdown-Node.md) * [Input](Input-Nodes.md) * Basic @@ -131,7 +131,7 @@ * Lighting * [Ambient](Ambient-Node.md) * [Baked GI](Baked-GI-Node.md) - * [Main Light Direction](https://docs.unity3d.com/Packages/com.unity.shadergraph@13.1/manual/Main-Light-Direction-Node.html) + * [Main Light Direction](Main-Light-Direction-Node.md) * [Reflection Probe](Reflection-Probe-Node.md) * Matrix * [Matrix 2x2](Matrix-2x2-Node.md) diff --git a/Packages/com.unity.shadergraph/Documentation~/template-browser.md b/Packages/com.unity.shadergraph/Documentation~/template-browser.md index db9769b3d2c..ae6a01d2670 100644 --- a/Packages/com.unity.shadergraph/Documentation~/template-browser.md +++ b/Packages/com.unity.shadergraph/Documentation~/template-browser.md @@ -33,4 +33,4 @@ To create a custom shader graph template, follow these steps: ## Additional resources -* [Create a new shader graph from a template](create-shader-graph-template.md) +* [Create a new shader graph](Create-Shader-Graph.md) From de1c65d9cb5b7346626d587880124f990da030b7 Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Sat, 20 Dec 2025 03:05:06 +0000 Subject: [PATCH 16/24] [Port] [6000.3] Fix shader warning in TraceTransparentRays.urtshader --- .../Editor/UnifiedRayTracing/TraceTransparentRays.urtshader | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/UnifiedRayTracing/TraceTransparentRays.urtshader b/Packages/com.unity.render-pipelines.core/Tests/Editor/UnifiedRayTracing/TraceTransparentRays.urtshader index 03686c9de4d..0dcc4bcdd3a 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/UnifiedRayTracing/TraceTransparentRays.urtshader +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/UnifiedRayTracing/TraceTransparentRays.urtshader @@ -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; } From bbe51550cdf4257fd4bd0c830c332b6d4af95434 Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Mon, 22 Dec 2025 15:37:06 +0000 Subject: [PATCH 17/24] [Port] [6000.3] [Shader Graph] Toolbar Icons Fixes --- .../Editor/Drawing/Views/GraphEditorView.cs | 57 +++++++-- .../Editor/Resources/Icons/blackboard.png | Bin 2375 -> 2433 bytes .../Resources/Icons/blackboard.png.meta | 41 ++++-- .../Editor/Resources/Icons/blackboard@2x.png | Bin 346 -> 943 bytes .../Resources/Icons/blackboard@2x.png.meta | 41 ++++-- .../Resources/Icons/blackboard_dark.png | Bin 0 -> 2375 bytes .../Resources/Icons/blackboard_dark.png.meta | 117 ++++++++++++++++++ .../Resources/Icons/blackboard_dark@2x.png | Bin 0 -> 928 bytes .../Icons/blackboard_dark@2x.png.meta | 117 ++++++++++++++++++ 9 files changed, 338 insertions(+), 35 deletions(-) create mode 100644 Packages/com.unity.shadergraph/Editor/Resources/Icons/blackboard_dark.png create mode 100644 Packages/com.unity.shadergraph/Editor/Resources/Icons/blackboard_dark.png.meta create mode 100644 Packages/com.unity.shadergraph/Editor/Resources/Icons/blackboard_dark@2x.png create mode 100644 Packages/com.unity.shadergraph/Editor/Resources/Icons/blackboard_dark@2x.png.meta diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs index 299a31c838c..05925399733 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs @@ -153,6 +153,42 @@ void InstallSample(string sampleName) private static readonly ProfilerMarker AddGroupsMarker = new ProfilerMarker("AddGroups"); private static readonly ProfilerMarker AddStickyNotesMarker = new ProfilerMarker("AddStickyNotes"); + + static GUIContent saveIcon; + static GUIContent SaveIcon => + saveIcon ??= new GUIContent(EditorGUIUtility.IconContent("SaveActive").image, "Save"); + + static GUIContent dropdownIcon; + static GUIContent DropdownIcon => + dropdownIcon ??= EditorGUIUtility.IconContent("Dropdown"); + + static GUIContent blackboardIcon; + static GUIContent BlackboardIcon + { + get + { + if (blackboardIcon == null) + { + var suffix = (EditorGUIUtility.isProSkin ? "_dark" : "") + (EditorGUIUtility.pixelsPerPoint >= 2 ? "@2x" : ""); + var path = $"Icons/blackboard{suffix}"; + blackboardIcon = new GUIContent(Resources.Load(path), "Blackboard"); + } + return blackboardIcon; + } + } + + static GUIContent inspectorIcon; + static GUIContent InspectorIcon => + inspectorIcon ??= new GUIContent(EditorGUIUtility.IconContent("UnityEditor.InspectorWindow").image, "Graph Inspector"); + + static GUIContent previewIcon; + static GUIContent PreviewIcon => + previewIcon ??= new GUIContent(EditorGUIUtility.IconContent("PreMatSphere").image, "Main Preview"); + + static GUIContent helpIcon; + static GUIContent HelpIcon => + helpIcon ??= new GUIContent(EditorGUIUtility.IconContent("_Help").image, "Open Shader Graph User Manual"); + public GraphEditorView(EditorWindow editorWindow, GraphData graph, MessageManager messageManager, string graphName) { m_GraphViewGroupTitleChanged = OnGroupTitleChanged; @@ -172,7 +208,6 @@ public GraphEditorView(EditorWindow editorWindow, GraphData graph, MessageManage m_UserViewSettings = JsonUtility.FromJson(serializedSettings) ?? new UserViewSettings(); m_ColorManager = new ColorManager(m_UserViewSettings.colorProvider); - List toolbarExtensions = new(); foreach (var type in TypeCache.GetTypesDerivedFrom(typeof(IShaderGraphToolbarExtension)).Where(e => !e.IsGenericType)) { @@ -183,12 +218,12 @@ public GraphEditorView(EditorWindow editorWindow, GraphData graph, MessageManage var toolbar = new IMGUIContainer(() => { GUILayout.BeginHorizontal(EditorStyles.toolbar); - if (GUILayout.Button(new GUIContent(EditorGUIUtility.FindTexture("SaveActive"), "Save"), EditorStyles.toolbarButton)) + if (GUILayout.Button(SaveIcon, EditorStyles.toolbarButton)) { if (saveRequested != null) saveRequested(); } - if (GUILayout.Button(EditorResources.Load("d_dropdown"), EditorStyles.toolbarButton)) + if (GUILayout.Button(DropdownIcon, EditorStyles.toolbarButton)) { GenericMenu menu = new GenericMenu(); menu.AddItem(new GUIContent("Save As..."), false, () => saveAsRequested()); @@ -218,22 +253,22 @@ public GraphEditorView(EditorWindow editorWindow, GraphData graph, MessageManage GUILayout.Label("Color Mode"); var newColorIndex = EditorGUILayout.Popup(m_ColorManager.activeIndex, colorProviders, GUILayout.Width(100f)); GUILayout.Space(4); - m_UserViewSettings.isBlackboardVisible = GUILayout.Toggle(m_UserViewSettings.isBlackboardVisible, new GUIContent(Resources.Load("Icons/blackboard"), "Blackboard"), EditorStyles.toolbarButton); + + m_UserViewSettings.isBlackboardVisible = GUILayout.Toggle(m_UserViewSettings.isBlackboardVisible, BlackboardIcon, EditorStyles.toolbarButton); GUILayout.Space(6); - m_UserViewSettings.isInspectorVisible = GUILayout.Toggle(m_UserViewSettings.isInspectorVisible, new GUIContent(EditorGUIUtility.TrIconContent("d_UnityEditor.InspectorWindow").image, "Graph Inspector"), EditorStyles.toolbarButton); + m_UserViewSettings.isInspectorVisible = GUILayout.Toggle(m_UserViewSettings.isInspectorVisible, InspectorIcon, EditorStyles.toolbarButton); GUILayout.Space(6); - m_UserViewSettings.isPreviewVisible = GUILayout.Toggle(m_UserViewSettings.isPreviewVisible, new GUIContent(EditorGUIUtility.FindTexture("PreMatSphere"), "Main Preview"), EditorStyles.toolbarButton); + m_UserViewSettings.isPreviewVisible = GUILayout.Toggle(m_UserViewSettings.isPreviewVisible, PreviewIcon, EditorStyles.toolbarButton); - if (GUILayout.Button(new GUIContent(EditorGUIUtility.TrIconContent("_Help").image, "Open Shader Graph User Manual"), EditorStyles.toolbarButton)) + if (GUILayout.Button(HelpIcon, EditorStyles.toolbarButton)) { Application.OpenURL(UnityEngine.Rendering.ShaderGraph.Documentation.GetPageLink("index")); - //Application.OpenURL("https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html"); // TODO : point to latest? } - if (GUILayout.Button(EditorResources.Load("d_dropdown"), EditorStyles.toolbarButton)) + if (GUILayout.Button(DropdownIcon, EditorStyles.toolbarButton)) { GenericMenu menu = new GenericMenu(); 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2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + customData: + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spriteCustomMetadata: + entries: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: From 39c0982bcce4b921ab5f2989a3650ed0330bb09d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Th=C3=A9o=20Penavaire?= Date: Mon, 22 Dec 2025 15:37:07 +0000 Subject: [PATCH 18/24] [6.3] Disable test timing out on macos --- .../ReadonlyMaterialConverter/ReadonlyMaterialConverterTests.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/Tools/Converters/ReadonlyMaterialConverter/ReadonlyMaterialConverterTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/Tools/Converters/ReadonlyMaterialConverter/ReadonlyMaterialConverterTests.cs index 3ab957875f9..621a6c11936 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Editor/Tools/Converters/ReadonlyMaterialConverter/ReadonlyMaterialConverterTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/Tools/Converters/ReadonlyMaterialConverter/ReadonlyMaterialConverterTests.cs @@ -2,6 +2,7 @@ using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; +using UnityEngine.TestTools; namespace UnityEditor.Rendering.Universal.Tools { @@ -70,6 +71,7 @@ private void CheckMaterials(Material expected, Material actual) [Test] [Timeout(5 * 60 * 1000)] + [UnityPlatform(exclude = new[] { RuntimePlatform.OSXEditor })] // Timing out on macos: https://jira.unity3d.com/browse/UUM-131234 public void ReassignGameObjectMaterials_Succeeds_WhenMaterialCanBeSet() { var materialConverter = new ReadonlyMaterialConverter(); From 9d88209c9651487d0ac9abaf7c37d6cc46e62e65 Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Mon, 22 Dec 2025 15:37:07 +0000 Subject: [PATCH 19/24] [Port] [6000.3] [SRP] Fix Water SSR --- .../Runtime/Material/Water/Water.hlsl | 3 --- .../Runtime/Water/Shaders/ShaderPassWaterGBuffer.hlsl | 3 +++ 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Water/Water.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Water/Water.hlsl index b7aa880f3ed..50f64e95860 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Water/Water.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Water/Water.hlsl @@ -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; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/ShaderPassWaterGBuffer.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/ShaderPassWaterGBuffer.hlsl index d19a9c1cd93..f3fe34d7ed9 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/ShaderPassWaterGBuffer.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/ShaderPassWaterGBuffer.hlsl @@ -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) From c0a62455278a2f58df4eed9c346792fcb079f73e Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Fri, 2 Jan 2026 11:21:20 +0000 Subject: [PATCH 20/24] [Port] [6000.3] [HDRP] Fix DLSS & FSR2 black screen when CustomPass is used --- .../RenderPipeline/RenderPass/DLSSPass.cs | 7 +- .../RenderPipeline/RenderPass/FSR2Pass.cs | 5 +- .../GraphicTests/Common/CustomPass.meta | 8 + ...TestCustomRenderPassBreakingDLSSAndFSR2.cs | 121 +++ ...ustomRenderPassBreakingDLSSAndFSR2.cs.meta | 2 + .../4110_DRS-FSR2-With-CustomPass.unity | 766 ++++++++++++++++++ .../4110_DRS-FSR2-With-CustomPass.unity.meta | 7 + .../4111_DRS-DLSS-With-CustomPass.unity | 751 +++++++++++++++++ .../4111_DRS-DLSS-With-CustomPass.unity.meta | 7 + .../GraphicTests/Tests/HDRP_Graphics_Tests.cs | 49 +- 10 files changed, 1716 insertions(+), 7 deletions(-) create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass/TestCustomRenderPassBreakingDLSSAndFSR2.cs create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass/TestCustomRenderPassBreakingDLSSAndFSR2.cs.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4110_DRS-FSR2-With-CustomPass.unity create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4110_DRS-FSR2-With-CustomPass.unity.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4111_DRS-DLSS-With-CustomPass.unity create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4111_DRS-DLSS-With-CustomPass.unity.meta diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DLSSPass.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DLSSPass.cs index 79ef8444e1b..3e6155f021f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DLSSPass.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DLSSPass.cs @@ -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; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FSR2Pass.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FSR2Pass.cs index 03668503807..0aa6134d867 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FSR2Pass.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FSR2Pass.cs @@ -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; diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass.meta new file mode 100644 index 00000000000..fca6608af4d --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 96222f1bd64e83740a28b29dfd634b6e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass/TestCustomRenderPassBreakingDLSSAndFSR2.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass/TestCustomRenderPassBreakingDLSSAndFSR2.cs new file mode 100644 index 00000000000..42dee04e366 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass/TestCustomRenderPassBreakingDLSSAndFSR2.cs @@ -0,0 +1,121 @@ +using Unity.Mathematics; +using UnityEngine; +using UnityEngine.Experimental.Rendering; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; + +// This is a customer-reported render pass breaking DLSS & FSR2 output. +// The reason being the hdCamera used for the custom pass leading to +// global state in the DynamicResolutionHandler to be set by the custom pass +// and consumed by the upscaler passes right after, resulting in invalid +// output resolution leading to a black screen. +public class TestCustomRenderPassBreakingDLSSAndFSR2 : CustomPass +{ + private Camera _camera; + [Header("View")] [SerializeField] private LayerMask _cullingMask; + [SerializeField] private readonly CullMode _cullMode = CullMode.Front; + + private RenderTextureDescriptor _depthBufferDescriptor; + [SerializeField] private bool _depthClip; + + private RTHandle _maskBuffer; + + [SerializeField] [Tooltip("Offset Geometry along normal")] + private float _normalBias; + + [SerializeField] [Range(0, 1)] [Tooltip("Distance % from camera far plane.")] + private readonly float _range = 0.5f; + + [Header("Rendering")] [SerializeField] private readonly TextureResolution _resolution = TextureResolution._256; + [SerializeField] private Vector3 _rotation; + + [Header("Shadow Map")] [SerializeField] + private readonly float _slopeBias = 2f; + + [SerializeField] private float _snapToGrid; + [SerializeField] private float _varianceBias; + + protected override bool executeInSceneView => false; + + protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) + { + _depthBufferDescriptor = new RenderTextureDescriptor((int)_resolution, (int)_resolution, GraphicsFormat.None, + GraphicsFormat.D32_SFloat) + { + autoGenerateMips = false, + enableRandomWrite = false + }; + + _maskBuffer = RTHandles.Alloc((int)_resolution, (int)_resolution, colorFormat: GraphicsFormat.D32_SFloat, + autoGenerateMips: false, isShadowMap: true); + + _camera = new GameObject { hideFlags = HideFlags.HideAndDontSave }.AddComponent(); + _camera.cullingMask = _cullingMask; + _camera.enabled = false; + _camera.orthographic = true; + _camera.targetTexture = _maskBuffer.rt; + } + + protected override void Cleanup() + { + CoreUtils.Destroy(_camera.gameObject); + RTHandles.Release(_maskBuffer); + } + + protected override void Execute(CustomPassContext ctx) + { + if (!UpdateCamera(ctx.hdCamera.camera)) return; + if (!_camera.TryGetCullingParameters(out var cullingParameters)) return; + + cullingParameters.cullingOptions = CullingOptions.ShadowCasters; + ctx.cullingResults = ctx.renderContext.Cull(ref cullingParameters); + + ctx.cmd.GetTemporaryRT(ShaderIDs._TemporaryDepthBuffer, _depthBufferDescriptor); + CoreUtils.SetRenderTarget(ctx.cmd, ShaderIDs._TemporaryDepthBuffer, ClearFlag.Depth); + ctx.cmd.SetGlobalDepthBias(1.0f, _slopeBias); + CustomPassUtils.RenderDepthFromCamera(ctx, _camera, _camera.cullingMask, + overrideRenderState: new RenderStateBlock(RenderStateMask.Depth | RenderStateMask.Raster) + { + depthState = new DepthState(true, CompareFunction.LessEqual), + rasterState = new RasterState(_cullMode, 0, 0, _depthClip) + }); + + ctx.cmd.CopyTexture(ShaderIDs._TemporaryDepthBuffer, _maskBuffer); + + ctx.cmd.ReleaseTemporaryRT(ShaderIDs._TemporaryDepthBuffer); + } + + private bool UpdateCamera(Camera camera) + { + if (camera.cameraType != CameraType.Game || !camera.CompareTag("MainCamera")) + return false; + + float3 position = camera.transform.position; + if (_snapToGrid > 0) + position = math.round(position * _snapToGrid) / _snapToGrid; + + _camera.transform.position = position; + _camera.orthographicSize = _range * camera.farClipPlane; + _camera.nearClipPlane = -_range * camera.farClipPlane; + _camera.farClipPlane = _range * camera.farClipPlane; + _camera.transform.rotation = + Quaternion.FromToRotation(Vector3.forward, Vector3.down) * Quaternion.Euler(_rotation); + + return true; + } + + public static class ShaderIDs + { + public static readonly int _TemporaryDepthBuffer = Shader.PropertyToID("_TemporaryDepthBuffer"); + } + + private enum TextureResolution + { + _128 = 128, + _256 = 256, + _512 = 512, + _1024 = 1024, + _2048 = 2048, + _4096 = 4096 + } +} diff 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m_DirLightPCSSMinFilterSizeTexels: 1.5 + m_DirLightPCSSMinFilterMaxAngularDiameter: 10 + m_DirLightPCSSBlockerSearchAngularDiameter: 12 + m_DirLightPCSSBlockerSamplingClumpExponent: 2 + m_KernelSize: 5 + m_LightAngle: 1 + m_MaxDepthBias: 0.001 + m_ShadowResolution: + m_Override: 512 + m_UseOverride: 1 + m_Level: 0 + m_ShadowDimmer: 1 + m_VolumetricShadowDimmer: 1 + m_ShadowFadeDistance: 10000 + m_UseContactShadow: + m_Override: 0 + m_UseOverride: 1 + m_Level: 0 + m_RayTracedContactShadow: 0 + m_ShadowTint: {r: 0, g: 0, b: 0, a: 1} + m_PenumbraTint: 0 + m_NormalBias: 0.75 + m_SlopeBias: 0.5 + m_ShadowUpdateMode: 0 + m_AlwaysDrawDynamicShadows: 0 + m_UpdateShadowOnLightMovement: 0 + m_CachedShadowTranslationThreshold: 0.01 + m_CachedShadowAngularThreshold: 0.5 + m_BarnDoorAngle: 90 + m_BarnDoorLength: 0.05 + m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 + m_ShadowCascadeRatios: + - 0.05 + - 0.2 + - 0.3 + m_ShadowCascadeBorders: + - 0.2 + - 0.2 + - 0.2 + - 0.2 + 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y: 0.5250831, z: -0.42723507, w: 0.72284454} + m_LocalPosition: {x: 0.26, y: 2.95, z: -6.32} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 0} + m_LocalEulerAnglesHint: {x: 40.487, y: 57.373, z: -38.353} +--- !u!1660057539 &9223372036854775807 +SceneRoots: + m_ObjectHideFlags: 0 + m_Roots: + - {fileID: 223038177} + - {fileID: 718012768} + - {fileID: 1145805903} + - {fileID: 56429000} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4111_DRS-DLSS-With-CustomPass.unity.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4111_DRS-DLSS-With-CustomPass.unity.meta new file mode 100644 index 00000000000..f92c97c6356 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4111_DRS-DLSS-With-CustomPass.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ad8e39cfbb6358e43a74f0b2cb411342 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.cs index ae00107792d..bb164e16613 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.cs +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.cs @@ -325,17 +325,58 @@ public void SetUpContext() [IgnoreGraphicsTest( "4107_DRS-FSR2-Hardware", "Platform not supported", // FSR is DX12/DX11/Vulkan on PC-only - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal, GraphicsDeviceType.OpenGLES3, GraphicsDeviceType.PlayStation4, GraphicsDeviceType.XboxOne, GraphicsDeviceType.OpenGLCore, GraphicsDeviceType.Switch, GraphicsDeviceType.XboxOneD3D12, GraphicsDeviceType.GameCoreXboxOne, GraphicsDeviceType.GameCoreXboxSeries, GraphicsDeviceType.PlayStation5, GraphicsDeviceType.PlayStation5NGGC, GraphicsDeviceType.WebGPU, GraphicsDeviceType.Switch2 } + isInclusive: true, + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12, GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Vulkan }, + runtimePlatforms: new[] { RuntimePlatform.WindowsEditor, RuntimePlatform.WindowsPlayer } )] [IgnoreGraphicsTest( "4108_DRS-FSR2-Software", "Platform not supported", // FSR is DX12/DX11/Vulkan on PC-only - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal, GraphicsDeviceType.OpenGLES3, GraphicsDeviceType.PlayStation4, GraphicsDeviceType.XboxOne, GraphicsDeviceType.OpenGLCore, GraphicsDeviceType.Switch, GraphicsDeviceType.XboxOneD3D12, GraphicsDeviceType.GameCoreXboxOne, GraphicsDeviceType.GameCoreXboxSeries, GraphicsDeviceType.PlayStation5, GraphicsDeviceType.PlayStation5NGGC, GraphicsDeviceType.WebGPU, GraphicsDeviceType.Switch2 } + isInclusive: true, + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12, GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Vulkan }, + runtimePlatforms: new[] { RuntimePlatform.WindowsEditor, RuntimePlatform.WindowsPlayer } )] [IgnoreGraphicsTest( "4109_DRS-FSR2-AfterPost", - "Graphics devices type not supported", // FSR is DX12/DX11/Vulkan on PC-only - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal, GraphicsDeviceType.OpenGLES3, GraphicsDeviceType.PlayStation4, GraphicsDeviceType.XboxOne, GraphicsDeviceType.OpenGLCore, GraphicsDeviceType.Switch, GraphicsDeviceType.XboxOneD3D12, GraphicsDeviceType.GameCoreXboxOne, GraphicsDeviceType.GameCoreXboxSeries, GraphicsDeviceType.PlayStation5, GraphicsDeviceType.PlayStation5NGGC, GraphicsDeviceType.WebGPU, GraphicsDeviceType.Switch2 } + "Platform not supported", // FSR is DX12/DX11/Vulkan on PC-only + isInclusive: true, + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12, GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Vulkan }, + runtimePlatforms: new[] { RuntimePlatform.WindowsEditor, RuntimePlatform.WindowsPlayer } + )] + [IgnoreGraphicsTest( + "4110_DRS-FSR2-With-CustomPass", + "Platform not supported", // FSR is DX12/DX11/Vulkan on PC-only + isInclusive: true, + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12, GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Vulkan }, + runtimePlatforms: new[] { RuntimePlatform.WindowsEditor, RuntimePlatform.WindowsPlayer } + )] + [IgnoreGraphicsTest( + "4088_DRS-DLSS-Hardware", + "Platform not supported", // DLSS is DX12/DX11/Vulkan on PC-only + isInclusive: true, + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12, GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Vulkan }, + runtimePlatforms: new[] { RuntimePlatform.WindowsEditor, RuntimePlatform.WindowsPlayer } + )] + [IgnoreGraphicsTest( + "4089_DRS-DLSS-Software", + "Platform not supported", // DLSS is DX12/DX11/Vulkan on PC-only + isInclusive: true, + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12, GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Vulkan }, + runtimePlatforms: new[] { RuntimePlatform.WindowsEditor, RuntimePlatform.WindowsPlayer } + )] + [IgnoreGraphicsTest( + "4103_DRS-DLSS-AfterPost", + "Platform not supported", // DLSS is DX12/DX11/Vulkan on PC-only + isInclusive: true, + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12, GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Vulkan }, + runtimePlatforms: new[] { RuntimePlatform.WindowsEditor, RuntimePlatform.WindowsPlayer } + )] + [IgnoreGraphicsTest( + "4111_DRS-DLSS-With-CustomPass", + "Platform not supported", // DLSS is DX12/DX11/Vulkan on PC-only + isInclusive: true, + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12, GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Vulkan }, + runtimePlatforms: new[] { RuntimePlatform.WindowsEditor, RuntimePlatform.WindowsPlayer } )] public IEnumerator Run(SceneGraphicsTestCase testCase) { From 533a84b51986e243658c86091da6133588a9d0ae Mon Sep 17 00:00:00 2001 From: Kirill Titov Date: Fri, 2 Jan 2026 16:59:49 +0000 Subject: [PATCH 21/24] [Port] [6000.3] Removed old DebugLevel field from URP asset --- .../SerializedUniversalRenderPipelineAsset.cs | 2 -- .../UniversalRenderPipelineAssetUI.Drawers.cs | 1 - .../UniversalRenderPipelineAssetUI.Skin.cs | 1 - 3 files changed, 4 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/SerializedUniversalRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/SerializedUniversalRenderPipelineAsset.cs index 79d38947f35..3e3b1519c0a 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/SerializedUniversalRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/SerializedUniversalRenderPipelineAsset.cs @@ -77,7 +77,6 @@ internal class SerializedUniversalRenderPipelineAsset public SerializedProperty mixedLightingSupportedProp { get; } public SerializedProperty useRenderingLayers { get; } public SerializedProperty supportsLightCookies { get; } - public SerializedProperty debugLevelProp { get; } public SerializedProperty volumeFrameworkUpdateModeProp { get; } public SerializedProperty volumeProfileProp { get; } @@ -174,7 +173,6 @@ public SerializedUniversalRenderPipelineAsset(SerializedObject serializedObject) mixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported"); useRenderingLayers = serializedObject.FindProperty("m_SupportsLightLayers"); supportsLightCookies = serializedObject.FindProperty("m_SupportsLightCookies"); - debugLevelProp = serializedObject.FindProperty("m_DebugLevel"); volumeFrameworkUpdateModeProp = serializedObject.FindProperty("m_VolumeFrameworkUpdateMode"); volumeProfileProp = serializedObject.FindProperty("m_VolumeProfile"); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs index c8b3af98fd5..2c69e3f410c 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs @@ -180,7 +180,6 @@ static void DrawRenderingAdditional(SerializedUniversalRenderPipelineAsset seria { EditorGUILayout.PropertyField(serialized.srpBatcher, Styles.srpBatcher); EditorGUILayout.PropertyField(serialized.supportsDynamicBatching, Styles.dynamicBatching); - EditorGUILayout.PropertyField(serialized.debugLevelProp, Styles.debugLevel); EditorGUILayout.PropertyField(serialized.storeActionsOptimizationProperty, Styles.storeActionsOptimizationText); } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs index e0f6934023f..11fb06097e8 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs @@ -31,7 +31,6 @@ internal static class Styles public static GUIContent srpBatcher = EditorGUIUtility.TrTextContent("SRP Batcher", "If enabled, the render pipeline uses the SRP batcher."); public static GUIContent storeActionsOptimizationText = EditorGUIUtility.TrTextContent("Store Actions", "Sets the store actions policy on tile based GPUs. Affects render targets memory usage and will impact performance."); public static GUIContent dynamicBatching = EditorGUIUtility.TrTextContent("Dynamic Batching", "If enabled, the render pipeline will batch drawcalls with few triangles together by copying their vertex buffers into a shared buffer on a per-frame basis."); - public static GUIContent debugLevel = EditorGUIUtility.TrTextContent("Debug Level", "Controls the level of debug information generated by the render pipeline. When Profiling is selected, the pipeline provides detailed profiling tags."); // Quality public static GUIContent hdrText = EditorGUIUtility.TrTextContent("HDR", "Controls the global HDR settings."); From 8a1f23f710ed0a509a3c9af37b0c4c668f2048af Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Mon, 5 Jan 2026 18:33:09 +0000 Subject: [PATCH 22/24] [Port] [6000.3] URP: Fix screen-space decals in Deferred --- .../Editor/Decal/DecalPass.template | 2 +- .../ShaderGraph/Includes/ShaderPassDecal.hlsl | 10 ++++++++-- .../Templates/URPDecal/PassGBuffer.template | 2 +- .../ShaderLibrary/NormalReconstruction.hlsl | 20 +++++++++++++++++++ 4 files changed, 30 insertions(+), 4 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template b/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template index 928c0dea3ac..bb2214fec36 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template @@ -75,8 +75,8 @@ Pass #endif #if _RENDER_PASS_ENABLED #define GBUFFER3 0 + FRAMEBUFFER_INPUT_X_FLOAT(GBUFFER3); #define GBUFFER4 1 - FRAMEBUFFER_INPUT_X_HALF(GBUFFER3); FRAMEBUFFER_INPUT_X_UINT(GBUFFER4); #endif diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl index 64581ef4577..c1f3e090c13 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl @@ -242,7 +242,9 @@ void Frag(PackedVaryings packedInput, #endif #if defined(DECAL_RECONSTRUCT_NORMAL) - #if defined(_DECAL_NORMAL_BLEND_HIGH) + #if defined(_RENDER_PASS_ENABLED) + half3 normalWS = half3(ReconstructNormalDerivative(input.positionCS.xy, LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, positionCS.xy).x)); + #elif defined(_DECAL_NORMAL_BLEND_HIGH) half3 normalWS = half3(ReconstructNormalTap9(positionCS.xy)); #elif defined(_DECAL_NORMAL_BLEND_MEDIUM) half3 normalWS = half3(ReconstructNormalTap5(positionCS.xy)); @@ -250,7 +252,11 @@ void Frag(PackedVaryings packedInput, half3 normalWS = half3(ReconstructNormalDerivative(input.positionCS.xy)); #endif #elif defined(DECAL_LOAD_NORMAL) - half3 normalWS = half3(LoadSceneNormals(positionCS.xy)); + #if defined(_RENDER_PASS_ENABLED) + half3 normalWS = normalize(LOAD_FRAMEBUFFER_X_INPUT(GBUFFER2, positionCS.xy).rgb); + #else + half3 normalWS = normalize(LoadSceneNormals(positionCS.xy).rgb); + #endif #endif float2 positionSS = FoveatedRemapNonUniformToLinearCS(input.positionCS.xy) * _ScreenSize.zw; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassGBuffer.template b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassGBuffer.template index a36f76d3e07..3aca1bcd279 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassGBuffer.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassGBuffer.template @@ -44,8 +44,8 @@ Pass #if _RENDER_PASS_ENABLED #define GBUFFER3 0 + FRAMEBUFFER_INPUT_X_FLOAT(GBUFFER3); #define GBUFFER4 1 - FRAMEBUFFER_INPUT_X_HALF(GBUFFER3); FRAMEBUFFER_INPUT_X_UINT(GBUFFER4); #endif diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl index 85d27e6db12..d59972c6dfb 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl @@ -20,6 +20,26 @@ float GetRawDepth(float2 uv) // https://github.com/keijiro/DepthInverseProjection // constructs view space ray at the far clip plane from the screen uv // then multiplies that ray by the linear 01 depth +float3 ViewSpacePosAtScreenUV(float2 uv, float deviceDepth) +{ + float3 viewSpaceRay = mul(_NormalReconstructionMatrix[unity_eyeIndex], float4(uv * 2.0 - 1.0, 1.0, 1.0) * _ProjectionParams.z).xyz; + return viewSpaceRay * Linear01Depth(deviceDepth, _ZBufferParams); +} + +float3 ViewSpacePosAtPixelPosition(float2 positionSS, float deviceDepth) +{ + float2 uv = positionSS * _ScreenSize.zw; + return ViewSpacePosAtScreenUV(uv, deviceDepth); +} + +half3 ReconstructNormalDerivative(float2 positionSS, float deviceDepth) +{ + float3 viewSpacePos = ViewSpacePosAtPixelPosition(positionSS, deviceDepth); + float3 hDeriv = ddy(viewSpacePos); + float3 vDeriv = ddx(viewSpacePos); + return half3(SafeNormalize(cross(hDeriv, vDeriv))); +} + float3 ViewSpacePosAtScreenUV(float2 uv) { float3 viewSpaceRay = mul(_NormalReconstructionMatrix[unity_eyeIndex], float4(uv * 2.0 - 1.0, 1.0, 1.0) * _ProjectionParams.z).xyz; From 1bbc0a502a4cd54e00532fa05f1a46db11d54f3d Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Tue, 6 Jan 2026 13:36:08 +0000 Subject: [PATCH 23/24] [Port] [6000.3] Fix minor package sample issues --- .../ParticleShaderGraphsSampleScene.unity | 870 ++++++++++++++---- .../Transparent Required Settings.asset | 2 +- .../AmbientOcclusion/LightingData.asset | Bin 18208 -> 17736 bytes 3 files changed, 675 insertions(+), 197 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/ParticleSystemShaderSamples/Scenes/ParticleShaderGraphsSampleScene.unity b/Packages/com.unity.render-pipelines.high-definition/Samples~/ParticleSystemShaderSamples/Scenes/ParticleShaderGraphsSampleScene.unity index 9fd94245627..aab3686f92c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Samples~/ParticleSystemShaderSamples/Scenes/ParticleShaderGraphsSampleScene.unity +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/ParticleSystemShaderSamples/Scenes/ParticleShaderGraphsSampleScene.unity @@ -13,7 +13,7 @@ OcclusionCullingSettings: --- !u!104 &2 RenderSettings: m_ObjectHideFlags: 0 - serializedVersion: 9 + serializedVersion: 10 m_Fog: 0 m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} m_FogMode: 3 @@ -38,13 +38,12 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 705507994} - m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 12 - m_GIWorkflowMode: 0 + serializedVersion: 13 + m_BakeOnSceneLoad: 1 m_GISettings: serializedVersion: 2 m_BounceScale: 1 @@ -67,9 +66,6 @@ LightmapSettings: m_LightmapParameters: {fileID: 0} m_LightmapsBakeMode: 1 m_TextureCompression: 1 - m_FinalGather: 0 - m_FinalGatherFiltering: 1 - m_FinalGatherRayCount: 256 m_ReflectionCompression: 2 m_MixedBakeMode: 2 m_BakeBackend: 1 @@ -97,14 +93,14 @@ LightmapSettings: m_ExportTrainingData: 0 m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 - m_LightingDataAsset: {fileID: 0} + m_LightingDataAsset: {fileID: 112000000, guid: 4c23f3546abcb7247a9e7dbda3b561d4, type: 2} m_LightingSettings: {fileID: 320409059} --- !u!196 &4 NavMeshSettings: serializedVersion: 2 m_ObjectHideFlags: 0 m_BuildSettings: - serializedVersion: 2 + serializedVersion: 3 agentTypeID: 0 agentRadius: 0.5 agentHeight: 2 @@ -117,7 +113,7 @@ NavMeshSettings: cellSize: 0.16666667 manualTileSize: 0 tileSize: 256 - accuratePlacement: 0 + buildHeightMesh: 0 maxJobWorkers: 0 preserveTilesOutsideBounds: 0 debug: @@ -143,7 +139,7 @@ GameObject: m_IsActive: 1 --- !u!199 &106222600 ParticleSystemRenderer: - serializedVersion: 6 + serializedVersion: 7 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -153,11 +149,17 @@ ParticleSystemRenderer: m_CastShadows: 0 m_ReceiveShadows: 0 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 0 m_RayTracingMode: 0 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -180,10 +182,13 @@ ParticleSystemRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_MaskInteraction: 0 m_RenderMode: 0 + m_MeshDistribution: 0 m_SortMode: 1 m_MinParticleSize: 0 m_MaxParticleSize: 0.5 @@ -196,18 +201,23 @@ ParticleSystemRenderer: m_RenderAlignment: 0 m_Pivot: {x: 0, y: 0, z: 0} m_Flip: {x: 0, y: 0, z: 0} - 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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 26.9, y: 15, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 973550119} - m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &2107816550 GameObject: @@ -54906,16 +55339,17 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2107816550} + serializedVersion: 2 m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 50, y: 15, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1735128053} - m_RootOrder: 2 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!199 &2107816552 ParticleSystemRenderer: - serializedVersion: 6 + serializedVersion: 7 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -54925,11 +55359,17 @@ ParticleSystemRenderer: m_CastShadows: 0 m_ReceiveShadows: 0 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 0 m_RayTracingMode: 0 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -54952,10 +55392,13 @@ ParticleSystemRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_MaskInteraction: 0 m_RenderMode: 0 + m_MeshDistribution: 0 m_SortMode: 1 m_MinParticleSize: 0 m_MaxParticleSize: 0.5 @@ -54968,18 +55411,23 @@ ParticleSystemRenderer: m_RenderAlignment: 0 m_Pivot: {x: 0, y: 0, z: 0} m_Flip: {x: 0, y: 0, z: 0} - m_UseCustomVertexStreams: 0 m_EnableGPUInstancing: 1 m_ApplyActiveColorSpace: 1 m_AllowRoll: 1 m_FreeformStretching: 0 m_RotateWithStretchDirection: 1 + m_UseCustomVertexStreams: 0 m_VertexStreams: 00010304 + m_UseCustomTrailVertexStreams: 0 + m_TrailVertexStreams: 00010304 m_Mesh: {fileID: 0} m_Mesh1: {fileID: 0} m_Mesh2: {fileID: 0} m_Mesh3: {fileID: 0} - m_MaskInteraction: 0 + m_MeshWeighting: 1 + m_MeshWeighting1: 1 + m_MeshWeighting2: 1 + m_MeshWeighting3: 1 --- !u!198 &2107816553 ParticleSystem: m_ObjectHideFlags: 0 @@ -54987,19 +55435,19 @@ ParticleSystem: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2107816550} - serializedVersion: 7 + serializedVersion: 8 lengthInSec: 5 simulationSpeed: 1 stopAction: 0 cullingMode: 0 ringBufferMode: 0 ringBufferLoopRange: {x: 0, y: 1} + emitterVelocityMode: 0 looping: 1 prewarm: 0 playOnAwake: 1 useUnscaledTime: 0 autoRandomSeed: 1 - useRigidbodyForVelocity: 1 startDelay: serializedVersion: 2 minMaxState: 0 @@ -55198,6 +55646,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -55227,6 +55676,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 startSize: @@ -55548,7 +55998,9 @@ ParticleSystem: m_PostInfinity: 2 m_RotationOrder: 4 randomizeRotationDirection: 0 + gravitySource: 0 maxNumParticles: 5000 + customEmitterVelocity: {x: 0, y: 0, z: 0} size3D: 0 rotation3D: 0 gravityModifier: @@ -56294,6 +56746,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -56323,6 +56776,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 UVModule: @@ -58543,6 +58997,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -58572,6 +59027,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 range: {x: 0, y: 1} @@ -58961,6 +59417,7 @@ ParticleSystem: m_RotationOrder: 4 minVertexDistance: 0.2 textureMode: 0 + textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -59003,6 +59460,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -59032,6 +59490,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -59119,6 +59578,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -59148,6 +59608,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 CustomDataModule: @@ -59186,6 +59647,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -59215,6 +59677,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel0: Color @@ -59468,6 +59931,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -59497,6 +59961,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel1: Color @@ -59716,3 +60181,16 @@ ParticleSystem: m_PostInfinity: 2 m_RotationOrder: 4 vectorLabel1_3: W +--- !u!1660057539 &9223372036854775807 +SceneRoots: + m_ObjectHideFlags: 0 + m_Roots: + - {fileID: 963194228} + - {fileID: 705507995} + - {fileID: 1090639377} + - {fileID: 1966227930} + - {fileID: 1294102437} + - {fileID: 973550119} + - {fileID: 1735128053} + - {fileID: 1817530610} + - {fileID: 1674862043} diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/TransparentSamples/Scenes/Scene Resources/Transparent Required Settings.asset b/Packages/com.unity.render-pipelines.high-definition/Samples~/TransparentSamples/Scenes/Scene Resources/Transparent Required Settings.asset index b06ff1b6b14..d97bd7f9e61 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Samples~/TransparentSamples/Scenes/Scene Resources/Transparent Required Settings.asset +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/TransparentSamples/Scenes/Scene Resources/Transparent Required Settings.asset @@ -45,7 +45,7 @@ MonoBehaviour: validationType: 0 uiSectionInt: 16 uiSubSectionInt: 64 - - m_name: Set Compute Thickness Layer Mask to TransparentFX & IgnoreRaycast + - m_name: Check TransparentFX & IgnoreRaycast in Layer Mask m_description: Set Compute Thickness Layer Mask to TransparentFX & IgnoreRaycast propertyPath: m_RenderPipelineSettings.computeThicknessLayerMask valueType: 1 diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/AmbientOcclusion/AmbientOcclusion/LightingData.asset b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/AmbientOcclusion/AmbientOcclusion/LightingData.asset index 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Z#KYkrB>spnknR~XueCiJjP3L8{{s0a6SM#T From b2ca32bc89e1b75b4f275c48a5fb8aadec4c36c5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?S=C3=A9bastien=20Duverne?= Date: Tue, 6 Jan 2026 22:06:06 +0000 Subject: [PATCH 24/24] Backport - Shader Graph's New Nodes Preview option description --- .../Documentation~/Shader-Graph-Preferences.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Preferences.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Preferences.md index 7daa2fa3168..ba74b5e7062 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Preferences.md +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Preferences.md @@ -15,6 +15,7 @@ Use the Shader Graph preferences to define shader graph settings for your system | **Zoom Step Size** | Adjusts how much the Shader Graph camera zooms with each mouse wheel movement. This helps balance zoom speed, since touchpads can zoom much faster than regular mouse wheels.
Only affects materials created automatically, such as when you make a new shader graph from a Decal Projector or Fullscreen Renderer Feature. | | **Graph Template Workflow** | Sets whether Unity creates new materials as [material variants](https://docs.unity3d.com/Manual/materialvariant-concept.html) from the child asset of the shader graph asset, or as standalone materials. The options are:
  • **Material Variant**: Unity creates material variants from the child asset of the shader graph asset.
  • **Material**: Unity creates standalone materials.
| | **Open new Shader Graphs automatically** | Makes Unity open the Shader Graph window immediately after you create a new shader graph asset. When disabled, Unity does not open the window, and you must open the graph manually. | +| **New Nodes Preview** | Makes Shader Graph automatically expand the preview area for any newly created node that supports previews. When disabled, Shader Graph does not expand previews, but you can expand them manually. | ## Additional resources