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Internal/2023.2/staging #8050
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Internal/2023.2/staging #8050
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UUM-65629. Restore random state.
…der parameters. Fixes UUM-66813. This is a partial backport of the changes done in #37298
Fix Motion Vector render pass render order. Motion Vector pass depends on the Copy Depth pass. Copy Depth pass is moveable (from UniversalRenderer). Motion Vector pass order now correctly follows the Copy Depth pass. Motion Vectors can now be rendered after Opaques, instead of always rendering after Transparents.
… write [UUM-65101](https://jira.unity3d.com/browse/UUM-65101): Crash on BucketAllocator::Allocate when entering Play mode Crash caused by out-of-bounds write to cbuffer property memory, originating from incorrect initial MV value for the renderer. It happens on particular assets from SpeedTree7 (.spm), reported by customer. Added 2 changes to prevent out of bounds write - ST7 billboards are correctly initialized with motion vector enum value - WindManager now checks availability of history buffers before writing
Fix https://jira.unity3d.com/browse/UUM-65457 As reported by the user, the runtime DebugUI.Button OnAction callback was not connected to the OnClick event. Conneted the event in the prefab to fix the issue.
This PR addresses [UUM-66079](https://jira.unity3d.com/browse/UUM-66079), and partially reverts some changes made in #43938, since @MINGWAI found a use-case where the Culling Mask is still useful in Forward+. This change 1. edits the tooltip of the culling mask. 2. makes the Culling Mask always editable, regardless of Deferred, Forward, Forward+ etc. 3. If the culling mask is set to a non-default value, adds this info box to alleviate the source of lots of user confusion. <img width="600" alt="image" src="https://media.github.cds.internal.unity3d.com/user/2726/files/04898627-06ec-4271-b411-10f1006707ee">
Fixing build issues caused by ternary operator use in shaders.
This change updates URP's main Render() function to ensure that the RTHandle system's hardware dynamic resolution state remains consistent with URP's dynamic resolution logic. This prevents external code from creating mismatches between what URP expects to use from the useDynamicScale flag on RenderTextures, and what the RTHandle code actually uses. Prior to this change, a mismatch between these two values could occur which caused URP to re-create the RTHandles inside its color buffer system every frame (since the RenderTexture created by the RTHandle won't match URP's expected RenderTargetDescriptor).
Jira: UUM-8907 This PR adds tooltips wherever it was relevant to he `Control Panel` in VFX Graph. ℹ I took this opportunity to cleanup a bit the code and the UI to - Reduce the number of UI elements - Better align some controls - Use built-in controls instead of custom implementation (dropdown for instance) - Move the user events into the same section as the built-in events - Increase font size to 12 like everywhere else in the graph
Backport BatchRendererGroup URP and HDRP test changes from trunk: [#45371](https://github.cds.internal.unity3d.com/unity/unity/pull/45371) Add nightly URP and HDRP tests for MacOS [#44159](https://github.cds.internal.unity3d.com/unity/unity/pull/44159) Test fix for BatchRendererGroup_HDRP
…nd Game windows are open. (UUM-63267) Fixes UUM-63267. In non-RenderGraph, the main and additional light shadow passes didn't have the correct data in the WorldToCamera matrix. This is due to it being set after they've been run. This PR fixes that.
This is a backport of https://github.cds.internal.unity3d.com/unity/unity/pull/45691 - Restructure and add to the lens flare pages of the URP and HDRP manuals, to help users understand the limitations of the 2 types of lens flare. - Remove unneeded images from the Lens Flare (SRP) Data Asset page - Update the main manual Lens flare page with missing features Jira ticket: https://jira.unity3d.com/browse/DOCG-3077
Fix flickering for 2D Renderer on macOS silicon
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