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May 20, 2025
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be9e636
[Port] [6000.1] UUM-93821: Fix blit and copy pass for XR
svc-reach-platform-support Apr 7, 2025
22b0040
[Port] [6000.1] [VFX] Undo/Redo with Composed Output
svc-reach-platform-support Apr 7, 2025
edbdfef
[Port] [6000.1] [URP] Fix reflection probes for Deferred+
svc-reach-platform-support Apr 7, 2025
cbb3770
[Port] [6000.1] [ShaderGraph] Allow nested keyword definitions to gen…
svc-reach-platform-support Apr 7, 2025
d2012ee
[6.1/srp] added casts ot int of CubeMapFaceID where needed
alexey-unity Apr 7, 2025
ffdc917
[Port] [6000.1] Graphics/bugfix/gizmo to unsafe pass
svc-reach-platform-support Apr 7, 2025
384f354
[2d] Fix (Case UUM-101315) Editor crashes on PrepareSpriteTilingData …
venkify Apr 7, 2025
61c6455
[Port] [6000.1] [VFX/SG] Handle Correctly null SRP
svc-reach-platform-support Apr 7, 2025
04b0825
[Port] [6000.1] Accessibility: HDRP package
svc-reach-platform-support Apr 7, 2025
4382512
[Port] [6000.1] Docs accessibility sprint 2025 march oleks 3
svc-reach-platform-support Apr 9, 2025
76d575b
Merge PR #63137 from docs/graphics/accessibility-3-olivier
ocarrere Apr 9, 2025
156953e
[Port] [6000.1] [UUM-100205] Fix exception when changing SG variant l…
svc-reach-platform-support Apr 9, 2025
eba8445
[Port] [6000.1] [UUM-98657] Fix missing SG icons during initial asset…
svc-reach-platform-support Apr 9, 2025
82d0973
[Backport][6000.1][Terrain] UUM-76696 and UUM-78812
zeroyao Apr 9, 2025
5e72b3a
[6.1][SRP][Adaptive Probe Volumes] Updated comparison for ProbeVolume…
UnityTed Apr 9, 2025
ae56db4
[Port] [6000.1] [SRP] [UUM-77625] Change SS UI within SRP to render o…
svc-reach-platform-support Apr 9, 2025
07b3507
[Port] [6000.1] DOCG-6857: Fix markdown markup in list
svc-reach-platform-support Apr 10, 2025
3ba1fe8
[Port] [6000.1] Fix Markdown table
svc-reach-platform-support Apr 10, 2025
857b894
Port of PR #65480. DOCG-6696: Changed the displayName attributes in p…
oleks-k Apr 10, 2025
1a1226b
[Port] [6000.1] Add message when reflection probe has wrong format
svc-reach-platform-support Apr 11, 2025
777afbd
6000.1/port/uum98838
pema99 Apr 11, 2025
f791b8a
[Backport 6.1] - UUM101108 - Fix RenderGraph Cleanup() public API to …
axoloto Apr 11, 2025
2fe1c4b
[Port] [6000.1] [UUM-82822] Fixed issue with Light2D inspector
svc-reach-platform-support Apr 12, 2025
664805d
[Port] [6000.1] [ShaderGraph][RPCore]rename RGorAG texture unpack to …
svc-reach-platform-support Apr 12, 2025
103522d
[Port] [6000.1] [2d] Fix (Case 98140) Fix case where Canvas Image art…
svc-reach-platform-support Apr 14, 2025
0330029
[Port] [6000.1] Fix overblown sky on some hw.
svc-reach-platform-support Apr 14, 2025
f069ca1
[Port] [6000.1] [6000.2][UUM-102077] Fix incorrect normal texture siz…
svc-reach-platform-support Apr 15, 2025
bf26614
[Port] [6000.1] Add missing alt text to HDRP light placement tool page
svc-reach-platform-support Apr 15, 2025
c51cf00
Merge PR #63856 from docs/graphics/docg-6807-update-water-deformers
ocarrere Apr 15, 2025
94722b9
[Port] [6000.1] Graphics docs accessibility improvements April (VFX G…
svc-reach-platform-support Apr 15, 2025
8e61fc1
[Port] [6000.1] Update LookDevVolumeProfileSettings.cs
svc-reach-platform-support Apr 23, 2025
ea42c78
[Backport][6000.1][Terrain] Fix SpeedTree8 DX12 test by waiting for 2…
zeroyao Apr 23, 2025
cb190f2
[Port] [6000.1] DOCG-6789 Update VFX Graph 'Conform to...' blocks to …
svc-reach-platform-support Apr 23, 2025
a154c21
[Port] [6000.1] [ShaderGraph] properly add SHADERGRAPH_PREVIEW_MAIN t…
svc-reach-platform-support Apr 23, 2025
2e9b5e3
[Port] [6000.1] [UUM-100007] Shadows from Shadow Caster 2D using 2D C…
svc-reach-platform-support Apr 23, 2025
6cbd394
[Port] [6000.1] [UUM-100776] Fix Pixel Perfect error in rendergraph 2d
svc-reach-platform-support Apr 24, 2025
0cb6f40
Port/6000.1/docs/graphics/docg 6834 create horizontal water deformations
ocarrere Apr 24, 2025
32cccda
[Port] [6000.1] UUM-102163: (+UUM-102161) Missing links on Project Se…
svc-reach-platform-support Apr 24, 2025
9caab84
[Port] [6000.1] Accessibility in SRP Core package (Oleks)
svc-reach-platform-support Apr 24, 2025
09c4a31
[Port] [6000.1] [6000.2][UUM-102798] Fix NullReferenceException in Dr…
svc-reach-platform-support Apr 24, 2025
b24c0c2
[Port] [6000.1/staging] Graphics docs accessibility improvements batc…
markg-unity Apr 24, 2025
60cfccc
Update areas in .buginfo after Jira update
ericksson Apr 24, 2025
bd81b3d
[Port] [6000.1] Accessibility: visualeffectgraph
svc-reach-platform-support Apr 24, 2025
82cd618
UUM-103721 - fixes texture asset conflicts between Shader Graph sampl…
bencloward Apr 24, 2025
6cd4c2b
[Port] [6000.1] Graphics docs accessibility fixes batch 14 - Fix empt…
svc-reach-platform-support Apr 24, 2025
50ab6e6
Port/6000.1/docs/graphics/docg 6227 make water scripting section outc…
ocarrere Apr 24, 2025
5fefabf
[Port] [6000.1] Convert the MultipleSRP_Tests project to use Graphics…
vladvolkovgit Apr 24, 2025
3bfc3dc
[Port] [6000.1] Convert the ShaderGraph Project to use Graphics Test …
vladvolkovgit Apr 24, 2025
7521835
[Manual backport][UUM-99670][6.1] Graphics/SRP/Fix Subpass Attachment…
axoloto Apr 25, 2025
a4aed6d
[Port] [6000.1] [VFX] Fix Strip using Output Mesh
svc-reach-platform-support Apr 28, 2025
6946158
[Port] [6000.1] [VFX] Disable Indirect Draw checkbox if the system do…
svc-reach-platform-support Apr 28, 2025
208df83
[Port] [6000.1] Graphics/bugfix/copypass texture array
svc-reach-platform-support Apr 29, 2025
482c0a5
[Port] [6000.1] Fixed Volume performance regression for Unity Editor …
kirill-titov-u Apr 29, 2025
bf31169
[Port] [6000.1] Update LookDevVolumeProfileSettings.cs
svc-reach-platform-support Apr 29, 2025
a0bf8eb
[Port] [6000.1] Fix HDR debug mode in URP Compatibility Mode
svc-reach-platform-support Apr 29, 2025
b7baba7
[Port] [6000.1] DOCG-6822 Add missing upscale settings in HDRP docs (v2)
svc-reach-platform-support Apr 29, 2025
7d8a1d2
[Port] [6000.1] DOCG-6517 Make HDRP caustics docs outcome-based
markg-unity Apr 29, 2025
ae63558
[Port] [6000.1] Accessibility fixes part 2 in VFX Graph manual
fatimah-f Apr 29, 2025
497c5e9
[Port] [6000.1] Accessibility: Add ALT text and remove some screenshots
svc-reach-platform-support Apr 29, 2025
2253b36
Port/6000.1/docs/graphics/docg 6859 migrate content about the water s…
ocarrere Apr 29, 2025
c71b8f9
[Port] [6000.1] Accessibility fixes in HDRP manual
svc-reach-platform-support Apr 29, 2025
f94bf65
[Port] [6000.1] DOCG-7032 Add note about emissive decals
markg-unity Apr 29, 2025
b9fd0db
[6000.1] Fix dx12 artifacts on IntelIris
May 5, 2025
93d0fca
[Backport][6000.1][Terrain] Fix shader stripper name
zeroyao May 5, 2025
224b064
[Port] [6000.1] [UUM-98161] Fixed the ScriptableRenderer sometimes ge…
svc-reach-platform-support May 5, 2025
29964a9
[Port] [6000.1] [VFX] Fix VFX URP Decal output on macOS silicon
svc-reach-platform-support May 5, 2025
5e214cb
[Port] Baking lighting with APV does not work in batch mode
KEngelstoft May 5, 2025
4623b24
[Port] [6000.1] backout forward plus lighting pr that causes a regres…
svc-reach-platform-support May 5, 2025
6b4b0b0
[content automatically redacted] touching PlatformDependent folder
dasMajo May 6, 2025
15a5faa
[Port] [6000.1] Fixes for HDRP samples
svc-reach-platform-support May 6, 2025
aa93e18
[Port] [6000.1] DOCG-7039 Update VFX Graph block names
svc-reach-platform-support May 6, 2025
eab9735
[Port] [6000.1] Accessibility fix in HDRP docs
svc-reach-platform-support May 6, 2025
da51cb6
[PORT] UUM-98558 GBuffers should be created before injection point
RoseHirigoyen May 7, 2025
56c6e8b
[Port] [6000.1] Fix IRenderPipelineGraphicsSettingsContextMenu.Popula…
svc-reach-platform-support May 7, 2025
1c821c8
[Backport][6000.1][Terrain] Enable more terrain test scenes
zeroyao May 7, 2025
2cf96cc
Backport https://github.cds.internal.unity3d.com/unity/unity/pull/65584
ocarrere May 7, 2025
2e5cc58
[Port] [6000.1] Fixed linear upscale tint by clearing keywords from p…
svc-reach-platform-support May 7, 2025
ab4172f
6000.1/backport/uum 88593 macro redefinition fix
joecruz993 May 8, 2025
16d0313
[Port] [6000.1] [VFX] Fix in graph error feedback
svc-reach-platform-support May 8, 2025
7de88b0
[Port] [6000.1] [VFX] Avoid slow allocations in the VFXBatch update r…
svc-reach-platform-support May 8, 2025
1844c24
[Port] [6000.1] [UUM-104541] Fixed a leak of m_AtlasAllocator in Refl…
svc-reach-platform-support May 8, 2025
0b8b5a2
[Port] [6000.1] 2d/staging/tilemap/uum 103926
svc-reach-platform-support May 9, 2025
3f71ab9
[Port] [6000.1] Convert VisualEffectGraph URP/HDRP Projects to use Gr…
EdvinasSkir May 9, 2025
8d7fecf
[Port] [6000.1] Graphics docs feedback fixes Apr 2025
svc-reach-platform-support May 12, 2025
d61df3a
[Port] [6000.1] Update PPv2Converter.cs
svc-reach-platform-support May 12, 2025
a91c9e5
[Port] [6000.1] Fix for the black screen issue on XR when using the C…
svc-reach-platform-support May 12, 2025
89fa16e
[Port] [6000.1] Upgrade cinemachine package in UniversalGraphicsTest_…
svc-reach-platform-support May 13, 2025
2b99710
[Port] [6000.1] [NVUnityPlugin] Upgrade DLSS v3.1.10 to v3.7.20
svc-reach-platform-support May 13, 2025
ad93e81
[Port] [6000.1] [UUM-76080] Fix additional SG Node Reference graphs b…
svc-reach-platform-support May 14, 2025
b7cf60b
Fixed a gc allocation GPUResidentDrawer.PostPostLateUpdate
lorin-atzberger-unity May 14, 2025
51f8eb9
[Port] [6000.1] Fix out of bounds read in CoreUnsafeUtils.FixedBuffer…
svc-reach-platform-support May 15, 2025
e05e780
[Port] [6000.1] [Fix][VFX] Prevent some useless VFX recompilation/rei…
svc-reach-platform-support May 16, 2025
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2 changes: 1 addition & 1 deletion Packages/com.unity.render-pipelines.core/.buginfo
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
rule1:
area: SRP Architecture & API
area: SRP Foundation

rule2:
when:
Expand Down
Binary file not shown.
Binary file not shown.
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ An Environment Library is an Asset that contains a list of environments that you

<a name="Creation"></a>

![](Images/LookDevEnvironmentLibrary1.png)
![Environment Library asset.](Images/LookDevEnvironmentLibrary1.png)

## Creating an Environment Library

Expand All @@ -26,13 +26,13 @@ To add, remove, or duplicate environments, use the toolbar at the bottom of the

| **Button** | **Function** | **Description** |
| ------------------------------------------------------------ | ------------- | ------------------------------------------------------------ |
| ![](Images/LookDevEnvironmentLibrary2.png) | **Add** | Click this button to add a new environment to the bottom of the list. |
| ![](Images/LookDevEnvironmentLibrary3.png) | **Remove** | Click this button to remove the environment currently selected. Note that the environment that you have selected is the one with the blue frame. |
| ![](Images/LookDevEnvironmentLibrary4.png) | **Duplicate** | Click this button to duplicate the currently selected environment and add it as a new environment to the bottom of the list. |
| ![This button adds a new environment to the bottom of the list.](Images/LookDevEnvironmentLibrary2.png) | **Add** | Click this button to add a new environment to the bottom of the list. |
| ![This button removes the currently selected environment.](Images/LookDevEnvironmentLibrary3.png) | **Remove** | Click this button to remove the environment currently selected. Note that the environment that you have selected is the one with the blue frame. |
| ![This button duplicates the currently selected environment.](Images/LookDevEnvironmentLibrary4.png) | **Duplicate** | Click this button to duplicate the currently selected environment and add it as a new environment to the bottom of the list. |

## Properties

![](Images/LookDevEnvironmentLibrary5.png)
![Environment Library properties](Images/LookDevEnvironmentLibrary5.png)

| **Property** | **Description** |
| ------------------- | ------------------------------------------------------------ |
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -46,15 +46,15 @@ Use the toolbar in the top-left of the window to change which viewing mode Look

### Single viewport

![](Images/LookDev1.png)
![Buttons for switching between viewports 1 and 2.](Images/LookDev1.png)

By default, Look Dev displays a single viewport which contains the Prefab or GameObject you are working with. If you are in another viewing mode, you can click either the number **1** or number **2** button to go back to single view. Each button corresponds to a viewport in Look Dev. Select button **1** to use viewport 1, and button 2 to use viewport **2**.

<a name="MultiView"></a>

### Multi-viewport

![](Images/LookDev2.png)
![Buttons for changing the multi-viewport mode.](Images/LookDev2.png)

Use multiple viewports to compare different environments and settings for the same Asset. You can arrange viewports:

Expand All @@ -73,23 +73,21 @@ When using multiple viewports, it only makes sense to compare different Prefabs

Vertical and horizontal side-by-side viewports show an identical view of your Asset.

![](Images/LookDev3.png)
![Vertical side-by-side viewport view.](Images/LookDev3.png)

##### Split-screen

In a split-screen view, there is a red/blue manipulation Gizmo that separates the two viewports. For information on how to use this Gizmo, see [Using the manipulation Gizmo](#ManipulationGizmo).

![](Images/LookDev4.png)
![Split-screen viewport view.](Images/LookDev4.png)

#### Multi-viewport Camera

By default, Look Dev synchronizes the camera movement for both views. To decouple the Cameras from one another, and manipulate them independently, click the **Synchronized Cameras** button in-between the two numbered Camera buttons.

![](Images/LookDev5.png)

To align the cameras with each other, or reset them, click on the drop-down arrow next to the viewport **2** icon:

![](Images/LookDev6.png)
![Drop-down options of multi-viewport cameras.](Images/LookDev6.png)

<a name="ManipulationGizmo"></a>

Expand All @@ -101,13 +99,11 @@ The manipulation Gizmo represents the separation plane between the two viewports

To move the separator, click and drag the straight line of the Gizmo to the location you want.

![](Images/LookDev7.png)

#### Changing the orientation and length

To change the orientation and length of the manipulator Gizmo, click and drag the circle at either end of the manipulator. Changing the length of the Gizmo lets you set the orientation and [blending](#Blending) values more precisely.

![](Images/LookDev8.png))
![Click and drag the circle at either end of the gizmo to change its orientation and length.](Images/LookDev8.png)

#### Changing the split in increments

Expand All @@ -121,7 +117,7 @@ The central white circle on the separator allows you to blend between the two vi

The white circle automatically snaps back into the center when you drag it back. This helps you get back to the default blending value quickly.

![](Images/LookDev9.png)
![The white circle on the separator lets you change the blending behavior.](Images/LookDev9.png)

### HDRI environments in Look Dev

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -127,7 +127,7 @@ public class CustomDebugPanel : MonoBehaviour

Add the script to a GameObject. You should see a new **My Custom Panel** panel in the **Rendering Debugger** window.

![](Images/rendering-debugger.png)
![Screenshot of the Rendering Debugger window showing a new custom panel.](Images/rendering-debugger.png)

### Add a control to an existing panel

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -17,13 +17,13 @@ Use the **Orbit** and **Elevation** to control the orientation of the light, in

You can use the **Anchor Position Override** to provide a GameObject’s [Transform](https://docs.unity3d.com/ScriptReference/Transform.html) as an anchor point for the Light. This is useful if you want the Light to follow a specific GameObject in the Scene.

![](Images/LightAnchorAnimation.gif)
<video title="A light uses the main camera as the reference GamObject that controls the rotation of the light. The light rotates synchronously with the camera." src="Images/videos/light-anchor-animation.mp4" width="100%" height="auto" autoplay="true" loop="true" controls></video>

**Note**: The above example uses the Main Camera as the reference Camera that adjusts the light rotation. The Common presets might create a different result in the Scene View if your view isn't aligned with the Main Camera.

You can set a **Position Offset** for this custom Anchor. This is useful if the Transform position of the custom Anchor isn't centered appropriately for the light to orbit correctly around the custom Anchor.

![](Images/LightAnchor0.png)
![Light Anchor component screenshot. Orbit and Elevation properties display example values that change the orientation of a light.](Images/LightAnchor0.png)


The Light Anchor component also includes a list of **Presets** that you can use to set the Light's orientation relative to the main Camera.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@ public class MySettings : IRenderPipelineGraphicsSettings
public Material myMaterial;
}
```
![](Images/customsettings-addsetting.png)<br/>
![Screenshot of the Project Settings window. The Graphics section contains the new custom settings from the example script.](Images/customsettings-addsetting.png)<br/>
The **Edit** > **Project Settings** > **Graphics** window with the new custom setting from the example script.

## Set the default asset for a reference property
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@ public class MySettings : IRenderPipelineGraphicsSettings
}
```

![](Images/customsettings-settingsgroup.png)<br/>
![Screenshot of the Project Settings window. The Graphics section contains the new custom settings group from the example script.](Images/customsettings-settingsgroup.png)<br/>
The **Edit** > **Project Settings** > **Graphics** window with the new custom settings group from the example script.

## Change the display order of settings groups
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -30,4 +30,4 @@ For example:

Unity shows the new properties in the **Core Render Pipeline** settings section:

![](Images/core_render_pipeline_preference_provider.png)
![Screenshot of the Preferences window showing the new properties in the Core Render Pipeline settings section.](Images/core_render_pipeline_preference_provider.png)
Original file line number Diff line number Diff line change
Expand Up @@ -55,16 +55,16 @@ public class MySettingsPropertyDrawer : PropertyDrawer

To add items to the **More** (⋮) menu of a settings group, follow these steps:

1. Create a class that implements the [`IRenderPipelineGraphicsSettingsContextMenu`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu.html) interface.
1. Create a class that implements the [`IRenderPipelineGraphicsSettingsContextMenu2<T>`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2_1.html) interface.
2. Implement the `PopulateContextMenu` method.
3. To add an item, use the `AddItem` API.

For example:

```c#
public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu<MySettings>
public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu2<MySettings>
{
void IRenderPipelineGraphicsSettingsContextMenu<MySettings>.PopulateContextMenu(MySettings setting, PropertyDrawer _, ref GenericMenu menu)
void IRenderPipelineGraphicsSettingsContextMenu2<MySettings>.PopulateContextMenu(MySettings setting, SerializedProperty _, ref GenericMenu menu)
{
menu.AddItem(new GUIContent("My custom menu item"), false, () => { Debug.Log("Menu item was selected."); });
}
Expand All @@ -74,4 +74,5 @@ public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu<
## Additional resources

- [PropertyDrawer](xref:UnityEditor.PropertyDrawer)
- [IRenderPipelineGraphicsSettingsContextMenu](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu.html)
- [IRenderPipelineGraphicsSettingsContextMenu2](https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2.html)
- [IRenderPipelineGraphicsSettingsContextMenu2<T>](https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2_1.html)
4 changes: 2 additions & 2 deletions Packages/com.unity.render-pipelines.core/Editor/.buginfo
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
rule1:
area: SRP Architecture & API
area: SRP Foundation

rule2:
when:
Expand All @@ -15,7 +15,7 @@ rule3:
- ^.*CoreRenderPipelinePreferences.*$
- ^.*InspectorCurveEditor.*$
- ^.*RemoveAdditionalDataUtils.*$
area: SRP Workflow
area: SRP Settings

rule4:
when:
Expand Down
Original file line number Diff line number Diff line change
@@ -1 +1 @@
area: SRP Workflow
area: SRP Settings
22 changes: 22 additions & 0 deletions Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UIElements;

namespace UnityEditor.Rendering
{
Expand Down Expand Up @@ -182,7 +183,28 @@ public DefaultVolumeProfileEditor(Editor baseEditor, VolumeProfile profile)
}
}

public abstract partial class DefaultVolumeProfileSettingsPropertyDrawer
{
/// <summary>
/// Context menu implementation for Default Volume Profile.
/// </summary>
/// <typeparam name="TSetting">Default Volume Profile Settings type</typeparam>
/// <typeparam name="TRenderPipeline">Render Pipeline type</typeparam>
[Obsolete("Use DefaultVolumeProfileSettingsPropertyDrawer<T>.DefaultVolumeProfileSettingsContextMenu2<TSetting, TRenderPipeline> instead #from(6000.0)")]
public abstract class DefaultVolumeProfileSettingsContextMenu<TSetting, TRenderPipeline> : IRenderPipelineGraphicsSettingsContextMenu<TSetting>
where TSetting : class, IDefaultVolumeProfileSettings
where TRenderPipeline : RenderPipeline
{
/// <summary>
/// Path where new Default Volume Profile will be created.
/// </summary>
[Obsolete("Not used anymore. #from(6000.0)")]
protected abstract string defaultVolumeProfilePath { get; }

[Obsolete("Not used anymore. #from(6000.0)")]
void IRenderPipelineGraphicsSettingsContextMenu<TSetting>.PopulateContextMenu(TSetting setting, PropertyDrawer property, ref GenericMenu menu){ }
}
}

/// <summary>
/// Builtin Drawer for Maskfield Debug Items.
Expand Down
Original file line number Diff line number Diff line change
@@ -1 +1 @@
area: SRP Workflow
area: SRP Settings
Original file line number Diff line number Diff line change
@@ -1 +1 @@
area: SRP Workflow
area: SRP Settings
Original file line number Diff line number Diff line change
Expand Up @@ -748,16 +748,16 @@ static bool SetBakingContext(List<ProbeVolumePerSceneData> perSceneData)
for (int i = 0; i < perSceneData.Count; ++i)
{
var data = perSceneData[i];
var scene = data.gameObject.scene;
var sceneGUID = scene.GetGUID();
var sceneGUID = data.sceneGUID;
var bakingSet = ProbeVolumeBakingSet.GetBakingSetForScene(sceneGUID);

if (bakingSet == null)
{
if (isBakingSingleScene)
continue;

Debug.LogError($"Scene '{scene.name}' does not belong to any Baking Set. Please add it to a Baking Set in the Adaptive Probe Volumes tab of the Lighting Window.");
var sceneName = data.gameObject.scene.name;
Debug.LogError($"Scene '{sceneName}' does not belong to any Baking Set. Please add it to a Baking Set in the Adaptive Probe Volumes tab of the Lighting Window.");
return false;
}

Expand Down Expand Up @@ -938,8 +938,11 @@ internal static bool PrepareBaking()

static bool InitializeBake()
{
if (ProbeVolumeLightingTab.instance?.PrepareAPVBake() == false) return false;
if (!ProbeReferenceVolume.instance.isInitialized || !ProbeReferenceVolume.instance.enabledBySRP) return false;
if (ProbeVolumeLightingTab.instance?.PrepareAPVBake(ProbeReferenceVolume.instance) == false)
return false;

if (!ProbeReferenceVolume.instance.isInitialized || !ProbeReferenceVolume.instance.enabledBySRP)
return false;

using var scope = new BakingSetupProfiling(BakingSetupProfiling.Stages.PrepareWorldSubdivision);

Expand All @@ -954,13 +957,16 @@ static bool InitializeBake()
}
}

if (ProbeReferenceVolume.instance.perSceneDataList.Count == 0) return false;
if (ProbeReferenceVolume.instance.perSceneDataList.Count == 0)
return false;

var sceneDataList = GetPerSceneDataList();
if (sceneDataList.Count == 0) return false;
if (sceneDataList.Count == 0)
return false;

var pvList = GetProbeVolumeList();
if (pvList.Count == 0) return false; // We have no probe volumes.
if (pvList.Count == 0)
return false; // We have no probe volumes.

CachePVHashes(pvList);

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